Turn a 47-blob autotile tilesheet into a fully wired Godot 4 TileSet in one click: terrain set configured (Match Corners and Sides), terrain peering bits set on all 47 tiles, optional full-square collision shapes (physics layer 0). Also supports 16-tile sides-only sheets (Match Sides).Usage: Project > Tools > Blobsmith Autotile Wirer... — pick your tilesheet PNG (tile size and mode are auto-detected from the image), click Generate. A ready-to-paint .tres appears next to the PNG: add a TileMapLayer, set its TileSet, and paint in the Terrains tab.Sheet layout: 8 columns, ascending canonical-mask order (full spec + example sheet in the repo). Need the sheet itself? Blobsmith (https://blobsmith.itch.io/blobsmith) draws the complete 47-tile sheet from 6 base tiles and exports this exact layout; there is a free in-browser version.Verified against Godot 4.7 stable with a headless test suite included in the repo (mask tables, TileSet structure, save/load round-trip, and real TileMapLayer terrain painting).
To support large game worlds without sacrificing performance, I developed a chunk loading system for my game and I want to share that technology with you.As the player moves through the world, the system continuously determines which chunks should exist based on a configurable loading radius.The chunk loader supports dynamic streaming of TileMapLayer tile data. When a chunk enters the active range, its tile data is loaded into the appropriate TileMapLayers. When a chunk leaves the active range, its tiles are removed from memory.This allows the game to render only the terrain surrounding the player instead of loading the entire world at once. The result is significantly lower memory usage and improved performance, even with large open worldsIn addition to terrain streaming, the system supports loading and unloading scenes as resources. Each chunk contains references to scene resources representing world objects.When a chunk becomes active, the associated scene resources are instantiated and added to the world. When the chunk is unloaded, those instances are automatically removed.Because objects are stored as resource references rather than permanently existing in the scene tree, thousands of potential world objects can be managed while only a small subset remains active at any given time.
# Human 2D Skeleton RigContains a `Skeleton2D` with bones for limbs, including toe and hands with 5 fingers.There is also a scene with some example animations with `Polygon2D`.Meet me at the Scalable Vector Shapes 2D Discord Server: https://discord.gg/CDdkVvT2Ff## Ease of useTo make the skeleton's `Bone2D` gizmo's easier to see and manipulate, adapt its `Bone Width` and `Bone Outline Size` via `Editor Settings > Editors > 2D`.
Automatically create fully configured materials from your texture sets in literal seconds.Simply select multiple textures with matching names (Diffuse, Normal, Roughness, Metallic, and more), or import a ZIP containing your textures. The addon detects the map types, creates a new material and fills the correct texture slots for you automatically.Perfect for artists and developers working with large texture libraries, saving time and speeding up repetitive setup work.Feel free to donate if you find this useful!
This tool allows you to draw using Line2D inside Godot, to streamline the animation / rigging / drawing process so that it is done inside Godot.
A powerful editor sidebar tool designed to speed up your 2D character setup in Godot 4.### Features:* **One-Click Generation:** Instantly create ready-to-go Platformer or Top-Down CharacterBody2D setups.* **Modular Components:** Easily include optional built-in mechanics like a responsive Dash (Shift key).* **Smart File Cache:** Uses secure FileAccess and filesystem updates to prevent Inspector resource corruption or desync.* **Real-time Localization:** Full UI support for both English and Italian, switchable instantly without restarting the editor.
a JRPG turn based combat system that is supposed to be a drop in solution for godot 4.6
This is a proof of concept project that demonstrates how to setup an object that can be manipulated via multi-touch. This includes setting textures externally, setting a starting bounding size, and setting a click-mask for more intuitive objects with transparency.While this repo is intended mostly as example code, I have attempted to structure it to be usable as an addon. I do not promise to provide support or continue development, but welcome merge requests and forks.I've also included a module for emulating multi-touch via mouse. Click anywhere to create a touch point. Click and drag to move the touch points around. Right click on a point to delete it. Right click outside a touch point to delete all touch points.
Adds a Node for rendering multiple layered textures on top of each other. Supports variants and modulates per-layer, and animations.
This tool helps importing sprite sheet files (.png and .xml) into Godot. Especially useful when the source sprite sheet assets are not uniformly distributed in the image
Simple and performant framework for bullet hell games, powered by TamaScript, a custom scripting language for defining bullet patterns. Using the provided "server bullets" you can spawn thousands of bullets at 60 FPS.
Implementation of BulletML, a danmaku description language.Includes 2 new nodes, BulletMLBulletInstance and BulletMLBulletEmitter. BulletMLBulletInstance can be extended to create bullets or enemies to be spawned through BulletML scripts, and BulletMLBulletEmitter takes in a BulletML script filename and runs it.