A loading screen for Godot web exports that covers game download. (Made specifically for itch.io)
DialogueDSL(or DDSL) is a plugin for [Godot 4.6+](https://godotengine.org/) for creating script-based dialogues with GDScript integration, providing backend that connects to custom UI via a simple interfaceSource code and latest versions on [Github](https://github.com/zHoeshin/DDSL)# Features- built-in syntax highlighting for `.ddsl` dialogue scripts- translation support- no dependencies- integration with GDScript- simple interface for creating dialogue UI- custom input types creation- structured branching over jumpingSource code and latest versions on [Github](https://github.com/zHoeshin/DDSL)The documentation for the plugin is hosted on the [Github Wiki](https://github.com/zHoeshin/DDSL/wiki) of the repository## Basic usageDialogue scripts can be created anywhere within the game's project folder. For this, create a text file, and end it with `.ddsl`, then fill it with the dialogue, for example```ddsledwin = ^"res://sprites/portraits/edwin.png"edwin: "Hello, little rover. Are you lost?" { autoconfirm = true }<- option- "Yes" edwin: "Oh, well, we can't have that here. Come, follow me" Cutscenes.trigger("edwinTavernWalk")- "No" edwin: "Are you sure? Well, then... Hope this helps you in your journey" Inventory.add("potion/health2") edwin: "If you need me, you can find me in my tavern"- "Kill all humans" ? Inventory.has("weapon/knife") # this branch is not created unless the player has a knife edwin: "Why, why, so aggressive! And here I thought you were a friendly little roomba!" edwin: "I say, you shouldn't have this" Inventory.remove("weapon/knife") edwin: "Are you even old enough to have a knife? When were you born?" age <- number(1980, 10000) ? Time.get_time_dict_from_system()["year"] < age edwin: "A time traveller too? I find it hard to believe." edwin: "I think you should come with me" Cutscenes.trigger("edwinTavernWalk")```Once a dialogue file is created, it can be executed in-game in two primary ways```gdscript# Note that there is no default dialogue box provided so Dialogue will error during execution if one is not explicitly setDialog.setBox(someDialogBoxScene)# The main way the dialogues can interact with GDScript is via explicit object bindings# Global bindings are permanent between all dialogue callsDialog.bindGlobal(InventoryManager, "Inventory")# This will start the dialogue without blocking current execution, executing _dialog_callback after the dialogue finishesDialog.start("res://path/to/dialog.ddsl", null, _dialog_callback)# Current execution will be paused for the duration of the dialogue# `value` will be assigned to a dictionary containing all variables created during script executionvar vars = await Dialog.start("res://path/to/dialog.ddsl")```
Game Feel Flow is a one-stop game feel (juice) system for Godot 4.6+.Add shake, flash, freeze frames, camera work, and more as composable, data-driven effects. Use one-liners, the GameFeelFlow API, or edit combos on a GFFPlayer node in the Inspector with no code.Features:- 29 built-in effects and 15 ready-made combos (transform, camera, audio, time, particles, physics, events)- GFFPlayer Inspector editing for combos and effects- Loop modes: Repeat, Ping-Pong, Mirror (finite or infinite)- Custom easing curves that override any tweener- Overlap strategies: Ignore, Cancel, Replace, Queue, Add- Editor Undo/Redo integrationQuick start:GFUtil.hit(self, 2.0)GameFeelFlow.play("camera_shake", self, {"intensity": 1.5})Try these scenes first:addons/game_feel_flow/examples/showcase.tscnaddons/game_feel_flow/examples/onboarding.tscnaddons/game_feel_flow/examples/effect_library.tscnDocumentation: https://indieshade.github.io/godot-plugin-game-feel-flow/Optional Pro extension (Timeline Editor, UI/screen/material effects) on itch.io:https://indieshade.itch.io/game-feel-flow-pro
Godot Global switch manager plugin Like RPG Maker switches but in a Godot Panel
EasyIK is a universal 2D inverse kinematics addon for Godot 4.6+.Add it to your project once, then attach a single node to any limb to apply IK β with full solver flexibility and zero rigging boilerplate.Whether you are building a side-scrolling platformer, a top-down action game, a narrative adventure, or any project that needs natural character animation, EasyIK gives you four pluggable solvers (2D LookAt, Two Bone IK, CCDIK, and FABRIK out of the box), per-joint angle constraints with live gizmo visualization, automatic flip-proof bone rotation that survives scale.x = -1, soft IK for smooth motion, target tracking with critical damping, a fully customizable editor gizmo, and a complete IK API that just works.Works as a single node per limb β no skeleton modification setup, no custom rig attachment required. Simply assign bones, set a target, choose a solver, and await. Add solvers at runtime, configure joint constraints once, adjust gizmo colors on the fly, and let EasyIK handle everything else. The solver system is fully extensible and documented for custom kinematics implementations.EasyIK β Four solvers, one node, flip-proof by design.The official documentation is available in this link: https://iuxgames.github.io/EasyStore_WebSite/EasyIK β IUX Games, Isaackiux.
Takobi AI is a C# AI framework for Godot featuring Behavior Trees, Hierarchical State Machines (HSM), and a live debugger. Built to be lightweight, modular, and easy to integrate into your projects.
Edit EvaLuate .scene (TOML) files in the Godot editor β move and create nodes, set property values, and attach node scripts β then save back to the .scene file. Also renders .scene files as read-only previews. Requires the RadicalBeard.Evaluate NuGet package (>= 0.7.1) in your C# project.
Free vector icons for custom nodes and plugins
Generate pixel art sprites, backgrounds, walk-cycle animations, and isometric tilesets directly inside the Godot editor.AI generation uses OpenAI (API key required). Image-to-pixel conversion and walk cycle animation work fully offline with no API key needed.Features:- Sprite from text prompt (AI)- Image to pixel art conversion (offline)- Background from text prompt (AI)- Walk / idle / jump / attack animation (offline)- Isometric tileset from text prompt (AI)- Four-tab editor dock: Sprite, Background, Animate, Isometric- Bundled Python server starts automatically- Save dialog writes directly into res:// so assets appear in the FileSystem panel immediately- API key stored in editor settings (never in project files), hidden by default- Usage button shows current month OpenAI spend and remaining balanceRequirements:- Godot 4.2 or later- Python 3.10 or later (in PATH) β if not found, the dock shows install instructions- OpenAI API key (only for AI generation features)
With this asset, you can annotate objects in your scene with remarks, visible in the editor and in the game.Currently, spatial remarks can only be created ingame (F3).The plugin adds a dock in the editor for selecting, viewing, and editing the saved remark data.Data will be saved locally as JSON-File, HTTP/DB support still is experimental.
This is a Godot iOS plugin for In-App purchase. This plugin uses Storekit in Swift.(Ver 0.4.0 is for Godot 4.7)
Adds a toolbar button to quickly swap between main scenes when running a project