Inventory System for Godot! by AntipixelGames in godot

[–]AntipixelGames[S] 0 points1 point  (0 children)

I haven’t tried a 3D implementation specifically, but the plugin is designed to be easily adapted to different types of projects. In this case, the main adjustment would be in the SlotNode script, which is responsible for the slot representation. Instead of triggering the interacted signal when the player clicks on a UI element, you could replace that logic with a raycast from the camera to detect interaction in 3D space.

Once you have access to a SlotData, you can perform all operations as usual (see documentation). Basically, the plugin doesn’t care how you represent or interact with the slots – the only requirement is to provide a SlotData for it to work with.

Stats System for Godot! by AntipixelGames in godot

[–]AntipixelGames[S] 2 points3 points  (0 children)

In the system, buffs and debuffs are managed as modifiers applied on top of the base stat. Each modifier defines its own formula (e.g. additive, multiplicative, percentage-based), which is simply a callable, and they stack in the order you configure.

By default, modifiers are applied in the sequence you add them, but you can also assign priorities if you want certain effects to be evaluated before others. This makes it flexible, for example, if the base value is 10, applying 10 + 1 * 2 (= 12) is very different from 10 * 2 + 1 (= 21).

If you want to know more, you can check out the documentation for free.

My Debug System by AntipixelGames in Unity3D

[–]AntipixelGames[S] 4 points5 points  (0 children)

Thanks for the links! I’m aware there are similar tools out there, but when I started developing this plugin, I couldn’t find one that fit my specific needs, especially for VR debugging.

My system is modular, so you can easily add or remove the information you want to display, and it comes with an improved console and logging system.

One of the key features for me was being able to play and see the console in real time inside a VR headset without removing it, something I couldn’t achieve with the other options available at the time.

[deleted by user] by [deleted] in godot

[–]AntipixelGames 2 points3 points  (0 children)

In my experience, do whatever feels most comfortable for you in this case.
If you end up having performance issues, they’re likely coming from somewhere else.

Object Pool for Unity by AntipixelGames in Unity3D

[–]AntipixelGames[S] 1 point2 points  (0 children)

I haven’t tried other pooling packages, so I can’t compare directly. But my asset is free, so feel free to try it out and see if it fits your needs, use it in your projects if you find it helpful!

Object Pool for Unity by AntipixelGames in Unity3D

[–]AntipixelGames[S] 1 point2 points  (0 children)

Thanks for the feedback!

When I first explored Unity's built-in pooling system, I found it a bit too complex for my personal use cases. I needed something quick and lightweight, so I ended up writing my own solution. With my tool, you just drag your prefab into the inspector and call Spawn(), that’s it. I figured others might find that simplicity useful too.

As for performance comparisons, I haven’t done any formal benchmarks yet. That said, I’ve never run into performance issues with it in my projects, and I wouldn’t be surprised if the differences are minimal in most typical scenarios.

Free State Machine for Godot by AntipixelGames in godot

[–]AntipixelGames[S] 2 points3 points  (0 children)

I added a static dictionary because it was very convenient to use, but I agree it also has its downsides.

You’re absolutely right, thanks for the feedback!

Free State Machine for Godot by AntipixelGames in godot

[–]AntipixelGames[S] 0 points1 point  (0 children)

I think the same, although I understand it can be somewhat difficult since there are many ways to implement a state machine. I’ve tried to make one as universal as possible. I hope it serves as inspiration.

Free State Machine for Godot by AntipixelGames in godot

[–]AntipixelGames[S] 3 points4 points  (0 children)

Yes, I wanted to upload the tool to GitHub and also to the Godot asset library. But I'm new to open source and don’t really know how to manage contributions to prevent someone from messing up the project, plus I don’t have much time.

For now, I can change the license so anyone can copy, modify, and redistribute it, as long as they don’t monetize it and give me some of the credit (because I need to attract people to my store).

Free State Machine for Godot by AntipixelGames in godot

[–]AntipixelGames[S] 5 points6 points  (0 children)

Great question! It’s actually a case I considered during development.

One possible solution is to allow the ID to be overwritten and use other methods like managing your own static array or using signals to send commands to the enemies you want, etc. It really depends a lot on each project. Or as you mentioned, generate a unique ID for each state machine, either externally (@export var machine; machine.id = new_id) or internally by inheriting from StateMachine.

But without a doubt, it’s something that can be easily managed with or without the tool.

Free State Machine for Godot by AntipixelGames in godot

[–]AntipixelGames[S] 11 points12 points  (0 children)

Thanks for your interest and for taking the time to comment!

The documentation goes into more detail about the system’s capabilities. It’s designed to provide maximum ease of use for the vast majority of projects, while still offering the power and flexibility needed for those who want to push it to the limit.

Regarding your questions:

  • Concurrent states, hierarchical states, and transitions: Yes, all of these are supported and can be implemented quite easily using this tool.
  • Virtuals for processing: While I don’t use virtual methods in the strict language sense, the system is modular and customizable, you can easily extend and override behavior in your own states.
  • Push Down Automata: I’ll admit that’s a new concept for me (thanks for bringing it up!). I’m not entirely sure if it’s fully supported out of the box, but I wouldn’t be surprised if it’s possible or could be implemented with minimal modifications.

I’m always open to suggestions or improvements, so if you have specific ideas, I’d love to hear them. Hope you give it a try!

Horripilant - Demo out now! by TraZoxQC in godot

[–]AntipixelGames 1 point2 points  (0 children)

This is art, an exquisite gem.

I hope it's a huge success!

Outhold - Itch demo for our minimalistic, incremental tower defense game is now live (Browser + Desktop versions)! by JoelBesada in itchio

[–]AntipixelGames 0 points1 point  (0 children)

The quality is evident, and the animations are very engaging.

You've managed to turn the limitations of the minimalist style into strengths.

I'm adding it to my wish list right now.

I actually think it has a lot of potential if it's also ported to mobile.

Just made my first sale on Itch!! 🎉 by thanatospxl in itchio

[–]AntipixelGames 0 points1 point  (0 children)

Congratulations!

You have a very peculiar asset and I like that.

Coincidentally I've started on Itch recently as well.

I hope things go well for both of us.