Godot State Charts is an extension for Godot Engine 4 or later that allows you to use state charts in your game. State Charts are similar to finite state machines, but they are more powerful and avoid the state explosion problem of traditional FSMs. To get started, check out the manual at: https://github.com/derkork/godot-statecharts/blob/main/manual/manual.md
Plugin designed to be generic and usable for any kind of game.The system is called Thoth from the Egyptian deity that was the holder of knowledge and patron of scribes, so Thoth is in charge of saving your game.If you want to support me : https://www.stupidrat.com/senselessIf you wish to pledge to help me I also have a Patreon page.https://www.patreon.com/c64cosminDocumentation : https://stupidratstudio.github.io/thoth/Contact & Support : https://discord.gg/FX5NaQHcjS
This plugin adds support for CrowdControl, allowing it to change how players play the game on streams.A simple TCP client connects to CrowdControl's client and parses event requests to activate effects that you can define. Simply create a named subclass of CCEffect and the custom registry will take care of the rest.Based on the implementation for Celeste in https://github.com/WarpWorld/CCPack-PC-Celeste
A kanban (trello-like) task and project management tool that is saved to your Godot project.Original made by Leon Oscar Kidando:https://github.com/kidando/gkanban
Fake interior shader with use single texture for roomPort of this shader: https://forum.unity.com/threads/interior-mapping.424676/#post-2751518Interior mapping shader which instead of cubemap, it uses texture atlas with room tiles that are front room view automatically mapped into a cube. The alpha channel value - uniform for whole tile - is used to determine the rear wall's relative distance.
Designer-friendly Finite State Machine implemented in "Godotic" wayThis version is only compatible with Godot 4.x, check out godot3(https://github.com/imjp94/gd-YAFSM/tree/godot3) branch for older version- Design StateMachine in a flowchart-like editor- Visualize flow of StateMachine & inspect parameters in realtime- Visualize game/UI state from flowchart- Similar workflow as using AnimationTree, and not required to inherit any custom class, just plug and play- Nested Finite State Machine workflow supported to create complex state machine with ease- As a Resource, StateMachine can be used repeatedly in different scenarios(StateMachinePlayer) and provide different outcome based on the input.- Compact data structure for StateMachine resource filev0.6.2:Fixes StateMachineEditor is_instance_valid check on reconnection Fix StateDirectory.get_current_end() doesn't work as expectedFix FlowChartGrid draw_multiline_colors errorFix StateDirectory.get_current_end() and StateMachinePlayer.path_end_dir(Remove some super._init() for godot 4.1.3v0.6.1:Fix _on_update params error, flowchart grid and popup menusv0.6.0:Port to Godot 4.0v0.5.2:Support sorting transitions.Fix "entered" signal is not emitted and trigger is flushed when StateMachinePlayer started.v0.5.1:Fix condition label in graph not removed as deleted from inspector.Fix output flooded with null exception, when stopping scene in remote debug and when switching between local/remote StateMachinePlayer node.v0.5.0:Support remote debug, simply select any StateMachinePlayer node in remote scene tree to view flow of StateMachine in realtime.Fix StateMachinePlayer's nested triggers are not flushed and some UI bugs.v0.4.1:Fix possible to connect to self when reconnecting, validate StateMachine Resource everytime loaded in editor, and minor improve on UI.v0.4.0:gd-YAFSM now support nested FSM workflow in 0.4.0 & fixed various annoying UI bugsCheck out CHANGELOG(https://github.com/imjp94/gd-YAFSM/blob/master/CHANGELOG.md) for more details*Always backup project files before update
GDSAM provides retro voice synth capabilities via a wrapper library for SAM, the Software Automatic Mouth. Based on the C port by Sebastian Macke at https://github.com/s-macke/SAM.
An integration for ink, a powerful narrative scripting language. GodotInk is mainly aimed at C# games, but is completely interoperable from GDScript. - Project home page: https://github.com/paulloz/godot-ink/- Installation: https://github.com/paulloz/godot-ink/wiki#%EF%B8%8F-installation- Quick start guide: https://github.com/paulloz/godot-ink/wiki#-quick-start-guide
This plugin helps to use the AdMob Plugin created by Poing Studios.Android: https://github.com/Poing-Studios/godot-admob-androidiOS: https://github.com/Poing-Studios/godot-admob-ios
This simple tool will automatically open .gd and .cs files in the editor when they are created by right-clicking in the filesystem browser and selecting create new -> script. Currently creating the file and opening it in the editor are two separate actions.Please upvote the proposal here if you think this should be default Godot behavior:https://github.com/godotengine/godot-proposals/discussions/11428Then I can remove this silly addon.Source code available here:https://gitlab.com/pahool_gamedev/godot_file_autoopen_addon
Imagine having a crystal ball that shows exactly how players experience your game, what excites them, what frustrates them, and what keeps them coming back for more. Tokebi Metrics gives Godot developers that power. With just a few clicks, you gain deep, actionable insights into player behavior and game performance. No guesswork, no blind spots.Unlock the secrets behind your players’ journeys and turn raw data into smart decisions that level up your game’s fun and success. All while keeping your players’ privacy front and center. If you want to build games players love and grow your community, Tokebi is your secret weapon.Learn more: https://tokebimetrics.comDocumentation: https://tokebimetrics.com/documentation-guide/godot-plugin-guide
Most basic vim motion controls for those who really miss it while editing scripts! Check the repo for a list of bindings.https://github.com/joshnajera/godot-vimRecent massive update thanks to github user wenqiangwang!