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
Character 3d animated model made in Blender. Ready to use in Godot Engine proyects.
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).
Platforms: Windows(64 and 32 bits), Linux(64 bits).Readme.md:GDNative library that plays mp3 and chiptune music files. The project uses GameMuseEmu, Minimp3 and libsoundioNotes-Currently a lot of things are hardcoded like the sample rate(44100) and the sound format (S16LE), I think these settings work on any hardware but I might be wrong.-mp3 files must have a constant bitrate.Methods-bool PlayMusic(String path,int trackNum,bool loop = true,int loopStart = -1,int loopEnd = -1,int startMsec = 0)-void StopMusic()-bool IsPlaying()-void SetVolumeMultiplier(float vol)-void StoreMusicState()-void RestoreMusicState()-int GetTrackPositionMsec()-void TogglePause()Signals-track_ended: emited when the music is not looping and a music track ends, timing might not be accurate(Or might not be emited at all but I haven't seen that yet) for chiptune music since the music length is unknown.Source: https://github.com/MightyPrinny/godot-FLMusicLibDemo: https://github.com/MightyPrinny/godot-FLMusicLib/tree/demo
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.
A collection of fonts under the open font license as ready-to-use Godot resources.Each font has its individual license file attached.
Run an embedded instance of ZeroNet inside your Godot games.ZeroNet is an open source, peer-to-peer network which allows for arbitrary file storage and website hosting, as well as user and authentication functionality. Learn more at https://zeronet.io.See usage instructions within the repo: https://github.com/zam-org/godot-zeronet-plugin/blob/master/README.md
This model can help as a placeholder asset for any 3D game. It comes packed with different animations.
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