Adds a control node to make transformative animations in ui easier while using containers.
A 2D drop-in replacement for the Godot engine that adds stability and fluids. This version is cross platform deterministicThis version does NOT have:- SIMD (Single instruction, multiple data) operations for even faster performance- parallel solving.This version is more an advanced version and it's not for normal use cases.
Adds a node that allows to add sprite stacking to your game
Addon offers easy to use fader. The most typical usage is for transitions:func _transition():await $Fader.fade_to_black()# hide/unload old stuff# show/load new stuff$Fader.fade_to_clear()Noteworthy features:- blocks mouse input on fade out (but allows on fade in)- fading can be awaited- allows fading out to any color in addition to standard fade_to_black and fade_to_white- allows fade speed customization
Collection of UI controls with animations and faders for Godot 4.xIncludes:Timed label: Label with options to add keystroke sounds with pitch variations, and random intervals.BounceButton: Button with option to bounce vertically and horizontally.Bouncer: That can bounce any 2D node or Control.Fade Label and Fade Button: FadeIn and FadeOut controls.Fader: Can be placed as child of any canvas item to control fade in or fade out.By CianciKelvysB.Check Cianci Tutorials (Brazilian Portuguese):https://www.youtube.com/@CiaNCIStudio
A simple Godot editor plugin that allows to modify only anchors and grow-direction without change current rect of controls.
A godot addon which facilitates data binding to enable an MVC pattern for GUI controls. Bind and Repeat nodes can be added inside leaf Control nodes and will automatically bind the control's properties to reflect an object property. Run the demo project at the top level of this repo to see Example.gd and ExampleRepeat.gd in action.
This plugin attempts to make it easy to start drawing terrains with tilesheets via a basic Tileset importer and TileMapLayer nodes.## Importer Features- importing tilesheets in a preset format to automatically generate connected terrains (4 sides)- a couple of preset collision polygons to use with these templates- generation of a navigation layer## Drawing Features- Square and circle brush- Draggable area draw- Stamps (fast copy/paste)- Several modes of terrain-connectingFor a complete showcase, please take a look at the youtube showcase.## Attributions:https://opengameart.org/content/tileset-floating-dirt-isleshttps://opengameart.org/content/zelda-like-tilesets-and-sprites
A 2D drop-in replacement for the Godot engine that adds stability and fluids. This version is deterministic, just not cross platform deterministic.This version has:- SIMD (Single instruction, multiple data) operations for even faster performance- parallel solving.
A plugin for flash animation, The plugin can bring Flash animations into Godot.
An EffectBus node manages object pools of AnimatedSprite2D-based effects for performance optimization.The best use case of an EffectBus node is to pool hundreds (or even thousands) of AnimatedSprite2D flipbook effects in a scene where the effects can to be y-sorted, unlike using a regular particle system.
This project is based on a https://github.com/liangxiegame/QFramework implementation of a Godot plugin, using a pure GDStscript implementation. It is still being improved
# 2D Controls Toolkit2D Controls plugin For Godot 4.3:Includes:* Side-Scrolling Controller* Top-Down ControllerPlug-and-Play* just add as a child of the Character2D node, and it will work.* Requires the following actions on input map: "up", "down", "left", "right", optionally: "sprint", "jump"those values can be changed on the node inspector.Other configurations:* Movement (For all control types):* Walk Speed* Sprint Speed* Acceleration* Deacceleration* Movement Type = "Move and Slide" or "Move and Collide" or "None" (Movement must be handled on player code)* Jump (For Side Scrolling):* Jump Height* Jump time to peak = Time to reach the top of the jump* Jump time to descend = Time fall* Variable Jump = If the jump can be interrupted by releasing the jump action key* Air control on jump = If player can be controlled in middle-air* Coyote Time = time that player can jump after leaving a platform* Jump Buffer Time = time that player can activate jump before hit the ground* Side-Scrolling* Handle Camera* Camera Smooth Distance* Camera Smooth Speed* Camera Look at Player* Camera Lock Y Rotation* Camera Max Boundary* Camera Min Boundary* Camera Zoom* Horizontal Offset* Vertical Offset* Custom Camera (Optional)* Top-Down* Action Type = Use actions to move or move to mouse click* Floor Group = Required to find floor StaticBody3D to handle mouse click on click mode.* Turn Speed* Handle Camera* Camera Smooth Distance* Camera Smooth Speed* Camera Zoom* Horizontal Offset* Vertical Offset* Custom Camera (Optional)Check out CiaNCI Chanel on YouTube for more: https://www.youtube.com/@CiaNCIStudio
Provides a radial menu control node for Godot Engine 4.3 (aka a "pie menu") with support for submenus. It supports keyboard, mouse and gamepad input. The look of the control is highly configurable using exported properties and themes.There is a live demo at https://www.phar.ch/2024/godot-radial-menu-demo/RadialMenu.html
2D Top-down world generationAllows you to create smooth and high-quality landscapes, supports the creation of objects (scenes) on them depending on the height.High performance even with a large world size
Cutout animation helps a lot keeping the generation of images needed into a reasonable amount. Instead on making one sprite for each frame we can make a set of parts of the sprite and animate them in batchs. It's very easy if the animation only goes two ways, but when making animations for more axis we need a new set for every direction, and changing them in the editor gets very complicated.This plugin helps in maintaining a set of images for each direction or action and helping changing them in batchs via editor panels at the bottom and helper functions in the nodes with the images.This video shows how to use the Godot Cutout Helper plugin.
A simple Godot addon for managing Camera2D transitions and behaviors using defined regions. Easily add camera transitions, shake effects, and region-specific configurations to your game.
Plugin to combine Better Terrain and Gaea plugins.Requires Godot 4.3+, Better Terrain and Gaea. Only works with TileMapLayers.https://github.com/Portponky/better-terrainhttps://github.com/BenjaTK/Gaea
This is an addon for the Godot Engine for importing files (.tmx, .tmj) created by the Tiled Map Editor (http://mapeditor.org).Most if not all Tiled features are supported:- all kinds of layers- all kinds of objects- all map orientations- visibility, opacity, tint, offsets, probability- tile flips & rotation, collisions, animations, custom data - parallaxes- templates- custom propertiesBy setting class entry / custom properties on tiled objects the scene created by the importer can be largely customized.INSTALLATION: The 'Download' button downloads the newest GDScript addon version.For other versions (e.g. C# or runtime) or further info please press 'View files' which opens the project Readme where embedded links can be found in the Installation chapter.Change log and Reference documentation can also be found there.
Adds a new node type for creating 2D arrows with a curve to their body and optional outlining/transparency.
Godot Plugin for a touchscreen optimized camera control system for common 2D top-down strategy games. (Works also with mouse when "Emulate Touch with Mouse" is enabled)
A replacement for Godot 4's TileMapLayer terrain system that allows for simpler, more flexible rules. It covers all features of Godot 3's autotiles, along with big improvements on Godot 4's rule system, and has a straightforward API for applying and updating terrains from code.
Easily set up both hurtboxes and hitboxes for any type of 2D game.To use just add the combat collider node to a scene, I suggest under the sprite for better organization, and then use the buttons to modify the colliders. Then to actually make it so that works with the animation use the Animation's call method line to call the start(), end(), and next frame functions of the colliders.For hurtboxes click the Is hitbox button twice to initialize it to the correct color and layer. This uses both layers 2 and 3 for player and enemies respectively.This addon also allows for custom resources to be used to add to hitboxes that can be called with a signal such that when a hurtbox collides with a hitbox the damage and the extra resources get passed onto the signal
Graphing tool based on the Control node. Works in the editor. Can draw scatter plots, line graphs, and area graphs with many display options available.