This is an addon for Godot that allows you to very easily add subtitles to your game. This was intended to easily integrate into an existing game and be simple enough to manage for a game jam.Subtitle styles currently supported:* 3D Spatial Subtitles (it locks to the 3D position where the audio originates, or along the screen edge if the sound was off-screen)* Dialogue subtitles.(Handled in a queue so all the subtitles are seen)There are several options available for changes to the subtitles, and the system uses Label nodes for the subtitles, so if you have translations registered, they will translate automatically using the keys you provide.
A reimplementation of the existing OpenSimplexNoise class, but reprogrammed in GPU (shader), C++ (GDNative) and GDScript.It's characterised for it's improvement in rendering speed for GPU.
A Godot addon to help create and use branching dialogues in your game project.Features include: Dialogue Tree editor Open, Edit, & Save multiple files Multiple Dialogue Trees per file Built-in tester for your dialogue trees DialogueBox node to run your dialogue trees in-game Easy to understand export files (JSON files) Easily extend/add more nodes for advanced functionality
Embeddable Software MIDI Player for Godot Engine 3.4 and later.2.5.5 update:* Fixed double displaying in Node list.2.5.4 update:* Refactoring source codes* Some changes smf/sf2 file reading APIs.2.5.3 update:* No use when running on debug build.2.5.2 update:* Added no_thread_mode for HTML5 env.2.5.1 update:* Fix crash when hot reload in the debug mode by save on the editor.2.5.0 update:* Use thread for sequence playing.2.4.7 update:* Fixed affected key_shift for drum track.* Fixed attack/decay.2.4.6 update:* Fixed some problem with velocity range and key range2.4.5 update:* Added some drum track assign group.2.4.4 update:* Fixed occured error that set to volume_db before _ready( )2.4.3 update:* Added some signals (resets, etc...)* Improved reuse player finding method2.4.2 update:* Fixed hold1 (sustain/dumper pedal) behavior.* Update demo project.2.4.1 update:* Changed GodotMidiPlayer super class to Node2.4.0 update:* Signal only mode when MidiPlayer.soundfont is nullFeatures:* 100% Pure GDScript* Play Standard MIDI File format 0 and format 1 with SoundFont.* Emit signals on some MIDI events (changes tempo, lyrics, markers or something).* Receive raw midi messages* You can play procedural generate MIDI sequences.Demo:https://bitbucket.org/arlez80/godot-midi-player/downloads/demo.zipRepository:https://bitbucket.org/arlez80/godot-midi-player/Wiki:https://bitbucket.org/arlez80/godot-midi-player/wiki/
Asynchronous resource loader/saver.
Allows you to programmatically tween an objects: float variables, vectors and colours.The gdTweener node uses flux-like syntax.https://github.com/rxi/flux
A Godot plugin that ports sfxr, the popular program of choice to make retro sound effects for games.You can use sfxr sound files like regular audio files in Godot and edit sound files like in the original sfxr.
A Godot's universal serializer for size optimizationFeature:1. Without losing type information. Need not type detection andforced typce conversion in Cross end transfer,just like local parameter transfer.2. Integer and float are variable length serialization.3. The serialized data size is smaller than JSON text to utf8 and the native serialization method (var2bytes ()).GUS is especially suitable for the serialization of structured small dat transfer in multiplayer games.You can call GUS._test() to view the data size comparison after serialization in these three way.How to use:1. Modify the configuration definition constants at the beginning of the script as required.2. Pass variable which without Object and Eid into GUS.to_bytes() and gets the serialized data for sending through any network peer.3. After the remote network peer obtains the serialized data, passe it into GUS.to_var () to get the same variable as before serialization.Additional: The obtained serialized data can be passed into GUS.get_ pretty_ json_text(), a beautified JSON text will be return, which is for printing and display when debugging.Be careful:1. The configuration definitions of cross end applications should keep the same.2. Array and Dictionary should not contain Object or RID.3. Because of implementing by GDScript, although the serialized data size is better, it will cost lot of time when serialization and deserialization large array(both Array and PoolArray), you should avoid to use GUS in time sensitive case.TODO:1. Write GUS 2.0 applicable for godot4 X .2. Write as C++ addons to solve the problem of low efficiency of large array serialization.
An extendable calculator that can be used with mouse or by typing. Uses the Expression Class, which supports most functions GDscript supports.
Terraria-like inventory system.This asset have the following systems: storage, load, inventory, item data, custom mouse cursor.You can create your own items, storages + ui to them, custom cursor.Also you can add hotkeys like shift+click to equip etc.Everything else is described in readme file on GitHub.
SimpleKnob is a UI knob control for Godot 3.x intended to be a drop-in replacement for standard HSlider controls. Themes and overrides created for HSlider should "just work". Includes customizable grabber pointing orientation (inwards/outwards), knob thickness (Values < 100% create hollow or arc knobs), notch (arc) width, decimal padding, and title/value positioning.Update history:1.11: Added an option to restore the original knob behavior where the value can only change relative to the previous one rather than snapping to the closest value to the mouse position on first click1.1: Fixed input events being consumed when the control shouldn't be visible, such as when obscured or in another tab. 1.0: Initial version
# Godot Scene Factory2D and 3D Nodes for spawning scenes## API### Signals- `spawned`: Is sent after an entity is spawned.### Export Variables- `entity_scene`: The scene to be spawned.- `entity_parent_path`: The path of the node that should be the parent of the spawned entity. defaults to the factory node.- `timer_path`: Allows you to you connect a timer that will spawn an entity when it times out.- `set_entity_as_toplevel`: Whether or not to set the entity as the top level.### Functions- `spawn`: Spawns an entity.## Attribution[Factory](https://icons8.com/icon/cFq1ElpDRijU/factory) icon by [Icons8](https://icons8.com)