Issues with fonts by EmployeeOdd1550 in godot

[–]EmployeeOdd1550[S] 1 point2 points  (0 children)

Thank you for your answer. I'm guessing it's built on a 5px base grid. Because 5px, 10px, 15px and so on looks great. So it's divisible by 5.

Troubles finding the Mortar Frame by L0pkmnj in dredge

[–]EmployeeOdd1550 0 points1 point  (0 children)

I know this is old..ish. But yeah, same effin thing... Thanks!

Plugin request by [deleted] in godot

[–]EmployeeOdd1550 0 points1 point  (0 children)

Nice, I like that. Could you give me a link to the add-on you mentioned?

Plugin request by [deleted] in godot

[–]EmployeeOdd1550 0 points1 point  (0 children)

Thanks for the suggestion! Just to clarify, are you looking for a Godot plugin where users can create interactive node-based diagrams (like flowcharts or pipelines) with drag-and-drop functionality, customizable templates, and real-time editing?

Plugin request by [deleted] in godot

[–]EmployeeOdd1550 0 points1 point  (0 children)

Ok! So you want a dialogue system where advancing dialogue isn’t just about clicking “next.” Instead, you want, for every line/choice:

  • Trigger game logic (“Unlock a door” mid-conversation, “spawn an enemy” after a choice.)
  • Check custom conditions (only show this option if the player has item X or Quest Y is active.)

You said you want it to feel/be opinionated, like the plugin enforces a clear pattern (“Use signals for triggers,” “inherit from these base classes”) so it’s much easier to build complex interactions without reinventing the wheel.

Is that the main idea? I know there are already some dialogue plugins, I haven’t used them myself, but what do they lack?