A small 2D game made for android that uses physics to simulate planets orbiting a black hole. The player must jump from planet to planet in order to survive. The more planets the player successfully jumps to, the higher his score. The color of almost everything in the game can be changed and the colors are saved together with the highest score. they are loaded when the app launches.
Character 3d animated model made in Blender. Ready to use in Godot Engine proyects.
# godot-splitscreenThis addon provides the boilerplate for a standard 1-4 player splitscreen viewport setup. It can add/remove players on-the-fly and responds to changes in window size.Made for Godot 3.1## UsageFirst, instance `res://addons/organicpencil.splitscreen/splitscreen.tscn` somewhere in the tree. Set desired `border_width` and `vertical`.And then...```gdscript# Add a player. Possible values 0 - 3. Returns a TextureRect with some extra goodies attachedvar render = $Splitscreen.add_player(0)# Assign a camera to the viewportvar cam = Camera.new() # Probably want to store a ref to this camera so you can move it laterrender.viewport.add_child(cam)# Add your HUDvar hud = preload("res://path/to/my_hud.tscn").instance()render.add_child(hud)# Player 2render = $Splitscreen.add_player(1)...```Cleaning up when a player leaves:```gdscript$Splitscreen.remove_player(0)```The viewport can be moved to a different parent if you need to change worlds```gdscriptvar viewport = $Splitscreen.get_player(0).viewportviewport.get_parent().remove_child(viewport)my_other_world.add_child(viewport)```Random notes:- The borders aren't actually drawn, so you can just throw whatever behind it to change the color.- You may want to change the settings in `addons/organicpencil.splitscreen/player_viewport.tscn`, depending on your project.
Allows the user to deform a mesh along a curve.Thought as a combination between Blender's curve and array modifiers, this asset allows the user to deform any mesh along a Path node (a Bezier curve). It also allows him to change the scale of said mesh, as well as move it along the curve, and also repeat it (useful in case of, for example, road).
GNative plugin for performing HMAC authentication.
To create a dungeon data, add DungeonGenerator.gd to Node. Call do_generation function. It will create a bunch of rooms and corridors.See, DGDriver.gd for how I implement it.Known Issues:- Data for Corridors colliding with rooms. If you are using auto-tile, this is not a big problem. Will fix it when I have time.
Can be used as a label that uses a sprite sheet to display text
A Plugin for the GodotEngine to import MagicaVoxel's .vox format as meshes for Godot version 3.1!How-To:Install the Pugin using the Asset Lib..vox files should be automatically imported. In case they are not, select them in Godot's file browser and navigate to the 'import' tab and press 'Reimport'.The .mesh file created doesn't have VertexColor as albedo enabled by default. So it might appear plain white to you. To enable them, add an SpatialMaterial to the Mesh and enable 'Vertex Color/Use As Albedo'. Have fun!
A Godot plugin to import MagicaVoxel .vox files as meshes.This is an adaptation of MagicaVoxelImporter by Scayze (https://github.com/scayze/MagicaVoxel-Importer)This works with Godot 3.1 and includes import scaling option and XZ centering based on the MagicaVoxel vox resolution.
This is an orange brick material, as commonly used in building construction or walkways.Textures originally created by Soady3D on Facebook.
This is a muddy ground material; dirt or soil; dry enough to have come apart, but with a gleam of moisture to it, as if it has lately rained on this barren muck.Textures originally released to CC0 by Joao Paulo of 3dtextures.me
This platform 2D game is a demo I made with the Godot engine, for learning purposes.I used the tilesets of Dan Cramp, as well as his video for the gameplay (http://www.dancramp.com).