This is a spectral visualizer that analyzes the frequencies of music and sound, written in Godot 3.1. The bar's length and intensity depend on the amplitude of its corresponding frequency.Important: this requires at least Godot 3.1 Alpha Mono edition. Older versions, such as Godot 3.0.x, will not work.Additionally, you need to install some packages using nuget before running the project. See the readme for more information on how to do this: https://github.com/Bauxitedev/spectral-visualizer/blob/master/README.md
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 mole game
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 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).
Discord Rich Presence for Godot
Assets for the Atko.GDWeaver Nuget package.
This is a demo of more or less realistic water in Godot.It is important to use GODOT 3.1.1 or later, because 3.1 has a depth buffer bug.Made by Achim (AiYori) Menzel (UnionBytes)Donated by K. S. Ernest (iFire) Lee (fire)www.unionbytes.dehttps://www.youtube.com/user/UnionBytes
Gaussian random functions basing on article https://www.alanzucconi.com/2015/09/16/how-to-sample-from-a-gaussian-distribution by Alan Zucconi
An experimental musical instrument, made with Godot 3.1.The idea is that there are multiple emitters on the screen that periodically spawn balls. When the balls touch a line, a sound is emitted. The kind of sound depends on the color of the ball, and the pitch of the sound depends on the velocity of the ball.You can draw lines by holding the left mouse button and erase them again by pressing the right mouse button.You can get the executables here: https://bauxite.itch.io/balldrop
Analog stick suitable for using in games on mobile devices and tablets (all touch screen devices)made by Jakub Grzesik (http://www.kivano.games/)ported to v 3.1 and example by (Sami Hadef)permission by Jakub Grzesik
The Godot Open Dialogue is a non-linear conversation system that uses JSON files to handle complex dialogues.
An advanced save system prototype for Godot 3.1.This save system can be used in rpg games where the player moves from level to level and the game has to keep track of all the changes to those levels.The demo constist of three levels: green < red > blue. You move through them by stepping on the yellow arrows. White circles are rigid bodies, their properties will be saved either when you save to a slot (buttons at the top) OR automatically when moving to another level. Red blocks are enemies, they will get permanently deleted from the scene once collided with. Press RMB (right mouse button) to create new rigid bodies. You can also move objects from one level to another, but it's not shown in the demo.
A bench marking project for Godot 3.1 2D Lighting and Shadows.
Game Asset of a States Machine that can be adapted to any platform game created in Godot Engine.
Composed by two maps:World -> a GridMap based.World2 -> a non GridMap based.Both with working NPCs AI that can reach to random targets across the map using the Navmesh. The NPCs are using "move_and_slide()" builtin function.Also, there is an example of an First Person Player Character, with self and camera movimentation.
This plugin lets you import MagicaVoxel scenes in their entirety. Most extension chunks are implemented... which means you can import the entire scene, and each model in the scene will be rendered at the correct location. This includes groups, rotations, flips, translations, and even reference copies! Lastly, each voxel is translated from MagicaVoxel space to Godot space! No more mirrored or rotated models!Changelog:v1.2:- Added basic support for materials (It doesn't match MagicaVoxel exactly, and it's not supported in Greedy Mesh Generator).- Added Greedy Mesh Generator (it's a LOT faster by culling out extra polygons. Unfortunately, does not currently support materials)- Added option to snap your model to the ground