This asset allows you to instantly create an inventory for your game, it will be responsible for inserting and removing items, saving and loading the inventory made by .json file, enabling interaction with backend tools such as firebase and playfab. Also includes an asset item and a basic interface for you to start development as fast as possible.
A simple graphics editor that allows you to modify images!The plugin is still heavily in WIP!
With this tool you can automatically setup the animations of spritesheets exported from Aseprite.
Godobuf is a Google Protocol buffers compiler from .proto-file description to GDScript output file. Output file contains user protobuf messages represented by classes and protobuf core code which responsible for data serialization/deserialization. Godobuf used as plugin for Godot v3.1Godobuf is easy to use, does not require rebuilding the Godot, because it is written in GDScript. All you need is to start the plugin.
This plugin allows people to connect and edit multiple scenes at the same time, increasing productivity a lot.
Implements algorithms for maze generation with configurable width and height.
Yet another Finite State Machine for Godot 3.1, this time based on nodes and method names.You have a FSM node, children nodes (usually regular Node) are states, each state node has its own script (Built-in scripts are fine here). In that script you can define methods with predetermined names (names can be customized if needed for some reason) that determine, what happens on each tick while this state is active, which states you can transition to, and what happens when you leave current state to that specific state, what happens when you arrive at this state etc. etc.More info in script
This tool allows typing with fonts made from a collection of PNG images.
A Godot addon to Create the folder structure for your projects.
Hides the "Play Scene" button and adds a custom button, useful for games with custom scene switching, I personally use this to make sure playing a scene from the editor is the same as loading it normally in the game.The plugin sets a project setting to the scene that has to be played and then runs the game normally from the main scene, you have to load the scene manually in your code using this project setting.The project setting used to store the scene path is "application/run/custom_first_scene", this string is a constant stored at CustomPlayButton.scene_setting.
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
With the Virtual Analog you can quickly add analog support to any game for mobile or other touch devices. Rapidly create dynamic analog sticks that appear where you touch, or create static analog sticks as needed. The intention of this tool was to keep the setup simple, with only 2 basic steps to set it up, effectively making overhead development minimal.The Virtual Analog is a scene asset originally created by Jakub Grzesik (www.kivano.net) for Godot V2. It was converted by Mathew Nold.
SMRT-Godot: System for Multi Rethorical Texts for Godot is a dialog system with a fancy name.SMRT-Godot is a dialog system + editor created for my needs while making a game. It gives a new approach to dialogs and multi-language support for the game/project, by using simple JSON for storing information that is interpreted by the dialog system.Features:- Resolution independent- Instead of X and Y coordinates, it uses 3 different positions relative to the screen viewport: Top, middle and bottom- Typewriter effect with optional sound.- The text accept bbcode and its myriad of features like setting the colors of words- Pretty customizableChangelog:This update finally brings SMRT to the assetlib, completely ported over to godot 3.xSMRT-Godot's runtime systems have been compatible with godot 3 since july, except some minor bugs(like the audio playback) and the editor. I've left SMRT-Godot in beta for quite some time and now, it is finally time to let it go into the assetlib.For a complete changelog and more info:http://www.brunosxs.com/p/smrt-godot.htmlFor a blog post going through the use of SMRT:http://www.brunosxs.com/2017/06/using-smrt-godot-dialog-system-with.html
This tool allows to keep notes and ideas of your project.It adds a Notes dock that contains a text box allowing you towrite and save - by project - all the ideas that go through your head.Notes are saved in a notes.txt file inside the plugin folder.
A colorblindness simulator to help you design for everyone.
A behavior tree plugin with a graphical interface.INSTRUCTIONS: //After activating the plugin1. The _tick() method of the behavior tree must be called from any script.1. Add the BehaviorTree node under any object2. In the BehaviorTree node, change the logicRoot to which node it'll affect.3. Choose the Behavior Tree Folder, this is the folder where your action and condition scripts will be stored.4. Whenever you select the behavior tree node, you will see a new dock next to Inspector and Node.5. In this screen, you can create your behavior tree.Note: You can right-click to create new nodes or click the new button on the left.Ctrl+S saves the current state, however it is a lot safer to click save.Calling the _tick method from _process or _physics_process might make the game freeze.Adding a repeat node after the root node and calling the _tick only once fixes this problem.
A simple Godot 2D game which will help you to learn godot's bases and to manage ia
This plugin adds a singleton named NodeFinder to the editor. It comes with a set functions that will allow you to easily reach nodes within your scene either by registering them into the singleton or simply using their name, rather than going through the hassle of using get_node which can break if you change the hierarchy.
Todot is a Kanban Style Todo Plugin for Godot.
This plugin will create a button (Resolution) in canvas editor (2D main page) which allow you to manage game test resolutions and switch between them very quickly from predefined lists. Based on Resolution Switcher plugin (https://github.com/vinod8990/godot_plugins/tree/master/Resolution%20Switcher), but this one support godot 3.1.Features:- Choose stretch mode and aspect from predefiend list, added tooltip for each one.- Set base resolution, directly or choosing from a list. (will throw error dialog if any value is zero).- Contain a lists of resolution to choose from (like iphone, ipad, android, basic, most used).- If the resolution list is custom, you can define your own resolution. Any custom resolution can be set as a base or test resolution. (will throw error dialog if any value is zero).
Godot import plugin that resizes images
With this shader, you can color in images (or swap the palette) to look like they are displayed on a GameBoy. This means, the pixels behind the filter are being converted to a 2-bit color palette. You can set the color palette inside a new ShaderMaterial. This is a variant of Ivan Skodje's Godot Gameboy Shaders(https://github.com/ivanskodje-godotengine/godot-gameboy-shaders). The code for the shader was updated to Godot v3.1.1. If you need more info on usage, please read the readme at: https://github.com/Krankomat/godot-gameboy-palette-swap
PLEASE REFER TO THE 0.9.0 VERSION FOR GODOT 3.2 IN THE ASSET LIBRARY.
Custom node which plays a random sound from a pool with pitch/volume modifiers. Multichannel support.Update 9/15/2019: Better support for adding to the scene from the Add Node dialog
A tool to add a bottom panel that you can add enterable fields too. Formatting them properly is up to you though.
The Godot Open Dialogue is a non-linear conversation system that uses JSON files to handle complex dialogues.
This is a helpful plugin to streamline the process of maintaining wireless ADB connections to devices.
A little plugin to easy-way manage your text files inside your project folder. (This is the Godot Engine's 3.1 version and won't be updated since some features will require 3.2. Use the TextEditor Integration v1.6.4 instead)
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
A Node based Finite State Machine Plugin for Godot 3.1.
A basic first-person character for easy implementation.
[For Godot 3.1] WAT is a Testing Framework. It allows you to easily create test scripts and quickly run many at a time. You can find the documentation @ https://wat.readthedocs.io/en/latest/
Payment system for in-game purchases using LNP/BP.With insert-coin(s) you can implement coin-op, pay-per-use business models, capable of micropayments even lower than $0,001!You can now offer players fast and reliable in-game purchases, without middlemen or banks. By using cryptocurrency you benefit from near-zero payment fees which allows for real-time, in-game 'streaming payments'.Insert-coin(s) uses Lightning Network Protocol (LNP), the latest payment-technology on top of Bitcoin Protocol (BP).
An editor plugin to edit translation files from inside Godot Engine. It supports .csv and .po files, although gettext support is limited to what Godot can handle. It can also be used as a standalone editor if translation_editor.tscn is run or exported as main scene.New in 0.3:- Minimal supported version of Godot is now 3.1- Added support for string prefix- Added support for JSON and C# files (preferably useful with string prefix)- Added options in ProjectSettings (category `TranslationEditor`)- Limited prints to warnings and errors, the rest uses Godot's verbose option- Typed GDScript is now used in the plugin's codebase- Fixed `tr()` calls within an str() call not being detected- Fixed calls to `TranslationServer.translate()` not being detected- Fixed renaming a string key not marking files as changed- Fixed window titles not being detected- Fixed previous extraction results not being cleared when opening the dialog again- Fixed "clear search" button not updating search results and remaining shownSee full changelog at https://github.com/Zylann/godot_translation_editor
An abstraction layer for Godot Engine to enable interaction with Twitch chat.You can find the legacy versoin (For 2.x) here: https://godotengine.org/asset-library/asset/161History---------* v2.0.0- Backend now uses the newly introduced `WebSocketClient` which makes connection to twitch irc more streightforward and secure using SSL/TLS;- Message emotes are now parsed and can be retrieved (as textures) to be used in the game right away (NOTE: only static `png`/`jpeg` images are supported). TwiCIL supports `Twitch` as well as `BetterTTV` and `FFZ` emotes;- All of the code was refactored so as to use new `GDScript typing` feature introduced in `Godot v3.1`.* v1.3.0- Add your aliases for commands. They become a regular commands with a cloned reaction, so you can manage them as regular commands;- Chat list is now present, so you can track what users join or leave your chat (the corresponding signals are there) .* v1.2.1- Integrated interactive commands.You can now easily add commands for the bot and reaction callbacks to them in a glimpse of a second!
A bench marking project for Godot 3.1 2D Lighting and Shadows.