#godot plugin
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zoeticthoughts · 3 months ago
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Godot-Mood v0.5 Released!
If you use Godot Engine v4.4+, and you're tired of either re-inventing with or being baffled by Finite State Machines, there's a new tool for you: Mood!
Mood is a set of nodes and some plugin support for UI (with plans for much, much more) for building Composition-Oriented Finite State Machines.
The idea is simple: when a Machine is in a certain State, then the scripts underneath that state run their typical processes; otherwise, they don't. That's it! But that idea means it's pretty easy to create composable and flexible systems easily. Check out the examples folder.
note: this does require v4.4 of Godot Engine, as not using typed dictionaries was causing me physical pain.
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gamedevelopernekozero · 3 months ago
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I have updated both my plugins for Godot 4.4.
The first plugin adds projectiles. Their logic can be easily changed via resources, like decreasing the speed of a projectile by 15 every 2.5 seconds.
While the second one just adds a few functions to make the creation of new nodes via code faster.
P.S. I will try to make posts every single day from now on.
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roboska-lv · 2 years ago
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Update to the dialogue system
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I've used dialogic in the past for a visual novel and I've decided to revamp the dialogue system to incorporate this instead. This will be better than the script I used previously because:
Will be easier to replace sprites
wouldn't need all the audioplayer nodes you can see on the left
has more flexibility
doesn't take as long to make
other stuff
For comparison, this was the way I coded dialogue's previously:
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This is for 2 lines.
I would have an animatedsprite for the textboxes, an animated sprite for the characters, a function to change the label's text to whatever the function tells it to and each line of dialogue's voiceover was in an audiostreamplayer node. Then once the audio stopped playing, the next line would play. It's not too complicated but it's not very efficient for coding lots of dialogues. Also dialogic has a save function which I don't know how to use but I'll figure it out.
The SSD for my computer is coming soon. Hopefully blender will work on that. The next update will probably be about the 3D models. My exams finished yesterday and I really want to continue working on this.
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obsidiansynth · 2 years ago
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Unity attempting to monetize installs will likely be the best thing to ever happen to Godot.
Speaking of, here is some documentation for Unity devs who want to switch to Godot
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auranym · 1 year ago
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question for godot devs!
if there is a plugin that you wanted to try out, but it required you to use a modified version of the engine (open source with changes explained) would you still use it?
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zombie-the-derg · 1 year ago
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Oh boy. Im really tired of nodes corrupting in godot. I heard about this thing called version control I wonder if that will hel- The Github wizard appears IN ORDER TO UNCOVER THE SECRETS OF AVOIDING THE CORRUPTION OF YOUR "NODES" IN THE "GODOT ENGINE, YOU MUST LEARN THE TECHNIQUE OF "VERSION CONTROL", YOU MUST LEARN THE WAY OF THE GITHUB! IT IS THE MOST USER UNFRIENDLY THING ON THIS ENTIRE EARTH, AND YOU WILL BECOME ENRAGED FROM MERELY READING THE FIRST WORDS IN THE GUIDE TO MAKE A REPOSITORY! YOU MUST MOVE HEAVEN AND EARTH TO LEARN HOW TO "CREATE A BRANCH" AND HOW TO "MAKE A PULL REQUEST"! THERE ARE NO COMPREHENSIBLE GUIDES ON THE INTERNET TO HELP YOU. YOU MUST LEARN THE WAYS OF THE GITHUB, AS THERE ARE ABSOLUTELY NO ALTERNATIVES WHATSOEVER TO AVOID CORRUPTION, SUCH AS "SAVING THE PROJECT". THIS IS THE ONLY WAY. oh. i think. i think I will just risk the corruption. thanks though man I. I appreciate the offer
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batcities · 2 years ago
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I LOVE YOUR WORK!!!! how do you do your motion animation pieces? theyre absolutely stunning!!!
thank you!! i use a mix of aftereffects photoshop and procreate :)
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jeremi360 · 3 months ago
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Devlog #2/25
Hi, @everyone! Sorry it took so long, but due to my poor financial situation, I have a slight depression, which makes it hard for me to tackle trivial things like devlog. So if you find my projects useful, please support project thought Patreon: https://www.patreon.com/rakguoteam.
But Devlog is finally here:
AdvancedText 3.0.1
Godot Icons Fonts 1.2.4 https://rakugoteam.github.io/devlog-02-25/
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literallyaurl · 4 months ago
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FINALLY made a useful contribution to friendgame code after a full fukcing month. God I'm so accomplished WHAT would they do without me
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insertdisc5 · 2 years ago
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🎮 HEY I WANNA MAKE A GAME! 🎮
Yeah I getcha. I was once like you. Pure and naive. Great news. I AM STILL PURE AND NAIVE, GAME DEV IS FUN! But where to start?
To start, here are a couple of entry level softwares you can use! source: I just made a game called In Stars and Time and people are asking me how to start making vidy gaems. Now, without further ado:
SOFTWARES AND ENGINES FOR PEOPLE WHO DON'T KNOW HOW TO CODE!!!
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Ren'py (and also a link to it if you click here do it): THE visual novel software. Comic artists, look no further ✨Pros: It's free! It's simple! It has great documentation! It has a bunch of plugins and UI stuff and assets for you to buy! It can be used even if you have LITERALLY no programming experience! (You'll just need to read the doc a bunch) You can also port your game to a BUNCH of consoles! ✨Cons: None really <3 Some games to look at: Doki Doki Literature Club, Bad End Theater, Butterfly Soup
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Twine: Great for text-based games! GREAT FOR WRITERS WHO DONT WANNA DRAW!!!!!!!!! (but you can draw if you want) ✨Pros: It's free! It's simple! It's versatile! It has great documentation! It can be used even if you have LITERALLY no programming experience! (You'll just need to read the doc a bunch) ✨Cons: You can add pictures, but it's a pain. Some games to look at: The Uncle Who Works For Nintendo, Queers In love At The End of The World, Escape Velocity
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Bitsy: Little topdown games! ✨Pros: It's free! It's simple! It's (somewhat) intuitive! It has great documentation! It can be used even if you have LITERALLY no programming experience! You can make everything in it, from text to sprites to code! Those games sure are small! ✨Cons: Those games sure are small. This is to make THE simplest game. Barely any animation for your sprites, can barely fit a line of text in there. But honestly, the restrictions are refreshing! Some games to look at: honestly I haven't played that many bitsy games because i am a fake gamer. The picture above is from Under A Star Called Sun though and that looks so pretty
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RPGMaker: To make RPGs! LIKE ME!!!!! NOTE: I recommend getting the latest version if you can, but all have their pros and cons. You can get a better idea by looking at this post. ✨Pros: Literally everything you need to make an RPG. Has a tutorial inside the software itself that will teach you the basics. Pretty simple to understand, even if you have no coding experience! Also I made a post helping you out with RPGMaker right here! ✨Cons: Some stuff can be hard to figure out. Also, the latest version is expensive. Get it on sale! Some games to look at: Yume Nikki, Hylics, In Stars and Time (hehe. I made it)
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engine.lol: collage worlds! it is relatively new so I don't know much about it, but it seems fascinating. picture is from Garden! NOTE: There's a bunch of smaller engines to find out there. Just yesterday I found out there's an Idle Game Maker made by the Cookie Clicker creator. Isn't life wonderful?
✨more advice under the cut. this is Long ok✨
ENGINES I KNOW NOTHING ABOUT AND THEY SEEM HARD BUT ALSO GIVE IT A TRY I GUESS!!!! :
Unity and Unreal: I don't know anything about those! That looks hard to learn! But indie devs use them! It seems expensive! Follow your dreams though! Don't ask me how!
GameMaker: Wuh I just don't know anything about it either! I just know it's now free if your game is non-commercial (aka, you're not selling it), and Undertale was made on it! It seems good! You probably need some coding experience though!!!
Godot: Man I know even less about this one. Heard good things though!
BUNCHA RANDOM ADVICE!!!!
-Make something small first! Try making simple: a character is in a room, and exits the room. The character can look around, decide to take an item with them, can leave, and maybe the door is locked and you have to find the key. Figuring out how to code something like that, whether it is as a fully text-based game or as an RPGMaker map, should be a good start to figure out how your software of choice works!
-After that, if you have an idea, try first to make the simplest version of that idea. For my timeloop RPG, my simplest version was two rooms: first room you can walk in, second room with the King, where a cutscene automatically plays and the battle starts, you immediately die, and loop back to the first room, with the text from this point on reflecting this change. I think I also added a loop counter. This helped me figure out the most important thing: Can This Game Be Made? After that, the rest is just fun stuff. So if you want to make a dating sim, try and figure out how to add choices, and how to have affection points go up and down depending on your choices! If you want to make a platformer, figure out how to make your character move and jump and how to create a simple level! If you just want to make a kinetic visual novel with no choices, figure out how to add text, and how to add portraits! You'll be surprised at how powerful you'll feel after having figured even those simple things out.
-If you have a programming problem or just get confused, never underestimate the power of asking Google! You most likely won't be the only person asking this question, and you will learn some useful tips! If you are powerful enough, you can even… Ask people??? On forums??? Not me though.
-Yeah I know you probably want to make Your Big Idea RIGHT NOW but please. Make a smaller prototype first. You need to get that experience. Trust me.
-If you are not a womanthing of many skills like me, you might realize you need help. Maybe you need an artist, or a programmer. So! Game jams on itch.io are a great way to get to work and meet other game devs that have different strengths! Or ask around! Maybe your artist friend secretly always wanted to draw for a game. Ask! Collaborate! Have fun!!!
I hope that was useful! If it was. Maybe. You'd like to buy me a coffee. Or maybe you could check out my comics and games. Or just my new critically acclaimed game In Stars and Time. If you want. Ok bye
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gamedevelopernekozero · 6 months ago
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I have made a new plugin; with this one, you can add nodes with one line of code. Nodes that can be created are: Timer, Node, Node2D, Area2D, Marker2D, VisibleOnScreenEnabler2D.
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winonaparadise · 4 months ago
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What program/engine are you using to make your game?
I'm using Godot, with the Dialogic plugin for the talking/visual novel style segments :)
I was kind of frozen by choice for a while, especially after the whole Unity fiasco, but so far Godot has been very beginner friendly and there's tons of tutorials online with a great community. It's also very very kind to animation, allowing for a lot of processes to just be done straight from the animation player. I recommend it!
After watching tons of tutorials the entire month, I had a problem I needed to fix yesterday and was able to intuit a solution that worked. Which is a lot like if a dog learned how to play basketball by watching YouTube clips. If I can do it, anyone can haha
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undasura · 1 month ago
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Hihi!! Do you prefer RPGmaker with the 3d plugin or Godot for CFGF?
hi ^^ since dabbling with engines i can pretty confidently say im leaning towards godot for any dev stuff because im a shader and lighting pervert and thats much easier to do in godot than trying to figure out how to reverse engineer mv3d's code as well as learn babylonjs.... rpgmaker (even without mv3d) has optimization issues too (like having a lot of parallel events on your map is bad which drives me nuts because thats how i do my environments. frowns)
rpgmmv + mv3d is really cool though for little experiments/short projects... but due to the lack of a 3d viewport it hurts my brain to use for larger things
i havent made much progress cuz i burnt myself out working on it but ive been toying with the idea of working on it again and making it feel like a point n click cd rom game ... im taking a lot of visual insp from Total Distortion (also if you know any weird or interesting 3d cd rom games i can find screencaps of to look at pls lmk im trying to build a visual library)
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auranym · 1 year ago
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I've been working on a godot plugin for controlling how pixel art behaves with lighting, and I'm almost done with a really basic version! (more info under the cut)
this plugin is based on some techniques I have been developing over the years, featured most prominently in silt spawn.
it's a huge step forward though, since it requires no setup whatsoever, and it works with any normal light sources in the engine. the way it works is by generating an encoded sprite and a bespoke shader that can really quickly pick the exact color to show for each pixel based on how well-lit it is. as this gif shows, the plugin works with existing light sources and sprites, so you can really use these pixel-picky sprites as much or as little as you need!
now that the main feature is done, all I need to do is finish the UI in the editor, and then I'll feel comfortable releasing a bare-bones version of this plugin. I'm really proud of how it's coming along, and this quick little gif is just the beginning! :D
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tiny-brass-bot · 1 year ago
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Hi! I saw a post where you had a game made in godot with old school rendering, do you maybe have any tips on how to make godot render a game like that instead of its normal rendering method?
I'd be right happy to!
I'll try to make this concise lol, I always end up overexplaining and then getting lost in the weeds. Buckle up, it's a loooooot of little little things that all add up.
First off, you should decide which look you're going for. N64 and PS1, the two consoles I'm emulating, both had drastically different specs. (plus, there's plenty of other early 3D systems I've not even touched!)
The N64 had texture filtering (textures were interpolated aka "blurry"), it had floating point vertex precision (points moved correctly), it had perspective correction on its textures (no warping)
The PS1 had no texture filtering, no floating point vertex precision (vertices snap and pop around), affine texture mapping (textures warp weird). I also think the color space they operate in is different? Don't quote me
So you can go hard one way or another or pick and choose what you think looks good! We don't have anywhere near the hardware restrictions they did in the 90s so go nuts.
RESOLUTION
To get a low resolution window, I set the window size of the game and the window override size to different amounts
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In green is actually how big the window is on my screen (4k monitor) and in red is the retro resolution I want. If you set the stretch mode correctly (an option a little further down the Window tab) then it'll make the pixels big
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COLORS
Now the PS1 had the capability of showing you over 16 million different colors, but it could only display 50,000-150,000 at a time, so in order to get more fidelity out of it, the engineers implemented a dithering effect to better blend the otherwise sharp edges between colors.
I used this shader to achieve the dithering effect. If you don't understand shader languages, that's fine. There are a few different pre-built ones for looking like the PlayStation 1 out there.
TEXTURES
Textures for the PS1 could be as big as 256x256, but they were typically 128x128. And they would squish everything a model needed into there usually, at least with like player models and objects and such.
As mentioned, if you're not good with shader language don't worry. There are countless resources out there that people will either let you use or teach you how it works. But I'm gonna touch on it a little bit here.
PS1 textures had no pixel filtering, so you could see individual pixels.
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This is what determines that in the shader code. If you want it to look like the N64 (blurry lol), the proper hint is "filter_linear". Note that it won't be 1:1 with N64, cuz they used bilinear filtering (which kinda sucks and causes weird quirks) whereas now you'll only find linear or trilinear filtering. It's a negligible difference imo.
PS1 textures also were only saved using 15 bit color. I'm told that Photoshop's "Posterize" filter set to 32 can achieve this, but don't use photoshop if you can help it. I use GIMP, and while a newer version might have a posterize filter, or there may be a plugin out there, my version doesn't so I cluge it a little.
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Change your color mode to "indexed", set color dithering to how you like it, and the number of colors in the palette to a number to get a good result. Usually I'll do 16, 8, 32, but occasionally I'll cheat and do a non-multiple-of-8 teehee >:3c
You can change it back to RGB after to make further editing easier.
LIGHTING
N64 and PS1 both implemented vertex lighting, as opposed to the more modern and (now) ubiquitous per-pixel lighting. Godot as it is right now (4.2 i think?) claims it has vertex lighting that you can set as a shader property but they're lying and it doesn't work yet.
The old consoles could only handle like, 2 lights though so it doesn't matter much.
The real star of the show, and in my opinion the one thing that makes a game most look like the 90s is the inclusion of vertex colors.
By multiplying the color of your texture by its stored vertex color, you can do all the shading yourself!
Plus you can reuse textures like crazy just by coloring them differently. The N64 also made heavy use of vertex colors by forgoing a texture on models entirely and just painting them using verticies. The only textures on SM64 Mario are his eyes, stache, hat emblem, buttons, and sideburns. Everything else is done with vertex colors.
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Here you can see this level from my Crock Land with no vertex coloring, with some of the vertex colors only, and then with the two combined.
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Rare loved this. Look at how colorful that cliffside is in Jungle Japes. It makes it so much more interesting than just a brown cliff face. Plus you can see the vertex coloration instead of textures at work on DK and the Gnawty.
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My go-to example for PS1 is always Spyro, what a gorgeous game. All of those colors there are not made by a light or an environment. They're hand painted babey! Also! With spyro! The skyboxes are actually just huge domes made up of vertices that are colored in different ways! That's how they can look so colorful and "hi-res".
There's plenty more you can do, like adding a CRT filter or a little bit of chromatic aberration which I haven't gotten into yet.
The way I've learned all this is just by being curious as to how the old consoles did their thing, and slowly accruing the knowledge over time. There's still infinite stuff I don't know too.
I hope that helped! And wasn't too longwinded or confusing! Like I said, it's all about piling up tons and tons of little things, small details, weird graphical quirks that really bring out the retro 3D feel for me.
And I didn't even get into the modeling side of things! That's an entirely different "color-of-the-sky"-sized post though.
I'd be happy to re-explain or explain more about any of this!
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fizlok-dev · 1 year ago
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some wip textboxes using this godot plugin
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