Atmospheric and volumetric cloud compositor for spherical and flat worlds.Native Godot editor integration with reusable Resources and organized inspector categories.Check included addon README or GitHub README for video and written Guide.## Features- Atmospheric rendering from ground to space- Art-specifc atmosphere controls- Volumetric cloud generation with atmospheric lighting- Multiple configurable cloud layers- Scalable for large planets, toy planets, and flat worlds- Planet and quality Resource profiles- Time progression (cloud animation)
- Not a look-alike filter: it builds a real NTSC signal, degrades it as RF reception, then demodulates. Artefacts are by-products.- Phosphor mask: slot, aperture grille or shadow mask.- RF loss: tuning error, phase noise, sync jitter, snow, AGC wobble.- Beam misalignment and curvature give a real tube's false colour.- Interlaced even/odd fields.- Vertical (tate) games rotate the whole plane, scanlines and mask.- No frame drops in normal use.- Drop-in node, 48 parameters, 5 presets, MIT.
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")```
This is a UI plugin library for Shine, currently featuring a button plugin that will be gradually improved in the future. This button, named "Shine_Btn", vibrates when it gains focus.
A general purpose state machine which can express states and transitions between them. Feature are... - Comes in a single file (addons/gpsm/code/gpsm_main.gd). - Does not clutter the name space, only adds GPSM as class. - Is not based on Nodes, but on a RefCounted script. - Provides 4 signals for each state and 2 signals for each transition. - Entirely based on Godot's signals. - Well documented (50% of code = amount of comments). - Good test coverage (200% of code = amount of tests). - Comes with gdunit4 tests. - Comes with example project. - Tests can be deleted (addons/gpsm/tests). - Examples can be deleted (addons/gpsm/examples).Can be used as basis for more complex state machines or can be used as a fully functional state machine.See code repository's README file for instructions or example sub-folder for a demo.
UIFlow is a UI workflow framework for Godot 4.6.It gives you stack-based page navigation (push / pop / replace), page lifecycle hooks, transition presets, data binding, an event bus, reusable components (Toast, dialogs, grids, workflow glue), and gamepad-friendly UX (focus navigation, device-aware input prompts, stick-driven sliders).Install: copy addons/ui_flow into your project, then enable "UI Flow" under Project Settings β Plugins.Quick start:UIFlow.push(HomePage)Docs: https://indieshade.github.io/uiflow/docs/Product page: https://indieshade.github.io/uiflow/Repository: https://github.com/indieshade/uiflowLicense: MIT
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.
Lightweight heightmap terrain for Godot 4, tuned for mobile. One node builds itsown collision body, its collision shape, and its render mesh, then keeps the mapcheap on weak hardware with quadtree LOD and streaming collision. It ships with aneditor dock for creating, generating, sculpting, and baking terrain.