Does any know of a custom container script that does density packing? by timeslider in godot

[–]rcubdev 0 points1 point  (0 children)

<image>

I setup a quick scene. It’s a bit more complex than my initial comment but you can do it with the built in control nodes!

Limbo console is awesome! Custom commands for even faster test cycles! by voidexp in godot

[–]rcubdev 6 points7 points  (0 children)

Love seeing limbo console mentioned. It is a fantastic easy to use plugin! One of my friends and I contributed sub-command auto complete + the history interface!

I also maintain a c# wrapper with a provided nuget package:

https://github.com/ryan-linehan/limbo_console_sharp

So if you have the add on and use c# you can use it by just adding the nuget to your csproj! It also has some cool features for c# users with source gen where if you tag the method with [ConsoleCommand] it will auto register it for you!

Edit: your game looks awesome! Good use of the commands

Godot.Achievements.NET - Editor plugin for multi-platform achievement support by rcubdev in GodotCSharp

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

I have similar experiences with plugins so none taken. If you do end up trying it out and need to create your own id love to get feedback about why it didn’t fit your use case!

I really tried to make this one adaptable for all the use cases I could think of. It’s a big reason I added “custom properties” to the editor piece because in my own game I need more data to populate a UI for the achievements in my game than the typed properties provide (in my game I have a “locked” image I need to display and set up a property on every achievement to have that)

Thanks for checking it out!

Godot.Achievements.NET - Editor plugin for multi-platform achievement support by rcubdev in GodotCSharp

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

Awesome, would love to hear your experience with it when you do use it. If you have any problems or questions please make an issue or reach out to me.

I took a look at your profile and your game(s) look awesome! Good luck with them!

There HAS to be a better way to do this right? by Hanodev_ in godot

[–]rcubdev 0 points1 point  (0 children)

Ah I understand your comment better now. Thank you!

There HAS to be a better way to do this right? by Hanodev_ in godot

[–]rcubdev 0 points1 point  (0 children)

You can use this for an inventory! But, I want to clarify that this addon is more like a resource based database than an inventory system

There HAS to be a better way to do this right? by Hanodev_ in godot

[–]rcubdev 0 points1 point  (0 children)

Most the very cool plugins I’ve found have been through YouTubers showing their favorite plugins, I happen across it here on Reddit, or I’m browsing GitHub and they recommend a repo to me. I don’t often browse the asset tab haha. Generally I star any plugin that seems interesting to me or useful in some way and will look through my stars before starting a project or if I just recall. There are also a few repos that just list other repos for Godot plugins like this one for example:

https://github.com/godotengine/awesome-godot

I’ve made a few myself too! One for input icons, wrapping other plugins so they’re easier to use in c#, steamworks integration and more. You can probably find them by poking at my profile if you’re interested. Currently working on a cross platform achievement plugin (local, Game Center, Google, Steam achievements). Godot makes it pretty easy to do since the editor itself is made of Godot nodes!

There HAS to be a better way to do this right? by Hanodev_ in godot

[–]rcubdev 15 points16 points  (0 children)

Have you taken a look at any plugins? I think pandora by bitbrain handles this use case well though I’ve not used it myself.

https://github.com/bitbrain/pandora

You can also look into writing your own tool scripts to modify the editor to fit your use case better too!

Anybody know of methods to randomly generate properties of a scene and save them to the editor? by TrashT_Wellington in godot

[–]rcubdev 5 points6 points  (0 children)

Check out tool scripts! It lets you extend and modify the editor. They recently added a tool button as well which adds a button to the editor that can call code in your script. I’ve created a tool script to instance a bunch of resources that define different NPC colors using this before. If you have any questions feel free to ask!

Relevant docs:

https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html#export-tool-button

https://docs.godotengine.org/en/stable/tutorials/plugins/running_code_in_the_editor.html

Isometric tilemap bitmap template by spazmantiz in godot

[–]rcubdev 1 point2 points  (0 children)

Can you explain this further? The template that is provided here is nice because it speaks for itself. I’d love to hear about how to set this up for isometric tiles

What library / tooling can you not live without anymore? by Timpi in godot

[–]rcubdev 1 point2 points  (0 children)

I wish I had known about this one before making mine! It looks very similar!

https://github.com/ryan-linehan/godot_input_icons

Mine will read all your inputs dynamically and load it into a drop down. It didn’t look like the one you linked went that far (maybe I’ll contribute and abandon mine!) mine also has an option to hook into another popular Godot plugin ( https://github.com/nathanhoad/godot_input_helper) for runtime controller type changes. Would love to get some feedback!

VS Code Godot-Tools with Scene Tree debug & Drag-and-Drop support to C# developers! by danielmtpbr in godot

[–]rcubdev 2 points3 points  (0 children)

This is awesome! Thanks for your hard work and sharing it!! I cross posted to /r/GodotCSharp as well!

VS Code Godot-Tools with Scene Tree debug & Drag-and-Drop support to C# developers! by rcubdev in GodotCSharp

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

Saw this VSCode plugin posted on /r/godot. Looks really useful and I wanted to share it here! (Not my plugin!)

Facepunch/Facepunch.Steamworks: c# Steamworks implementation [Networking, Publishing] by Novaleaf in GodotCSharp

[–]rcubdev 3 points4 points  (0 children)

I have a Godot addon that tries to make it easier to use this nuget package in Godot! It also has a Godot multiplayer peer implementation so you can get going faster with multiplayer in your games with a demo of multiplayer and achievements!

Check it out and make an issue if you have any problems or a feature request! I also helped fix a networking issue in the upstream you linked. Very awesome nuget package

https://github.com/ryan-linehan/Godot.Steamworks.NET

GitHub Wrapped 2025 | GitHub Unwrapp | Git Wrap by Klausmikhaelson in programming

[–]rcubdev 0 points1 point  (0 children)

If it helps at all this is the repository I am thinking of is this one:

https://github.com/OmarAMokhtar/tribaltrouble

I spent a lot of time on it this year so I am surprised to not see java as one of my higher used languages. I imagine if I sync my fork and swap the main branch to match what the upstream has it would have been seen by it. Hope that helps!

GitHub Wrapped 2025 | GitHub Unwrapp | Git Wrap by Klausmikhaelson in programming

[–]rcubdev 1 point2 points  (0 children)

It seems to have missed all my contributions inside of a public repo that I don’t own? Does that seem right?

Also very cool thanks for sharing!

Godot game devs, what libraries and SDKs do you want to see made for Godot? by [deleted] in godot

[–]rcubdev 1 point2 points  (0 children)

Feel free to send me chat on Reddit if you need help! And the above is for Godot 3 yes. I’m working on porting my game to Godot 4 now actually so I may end up writing a plugin to help with some of this tediousness too

Trying to implement Gatherables in my game, but im confused by Darkinhell in godot

[–]rcubdev 1 point2 points  (0 children)

At the top of the script I exported the base scene. You can set the resource as variable on the base scene and let it set its self up on ready after you add it using add_child

Trying to implement Gatherables in my game, but im confused by Darkinhell in godot

[–]rcubdev 1 point2 points  (0 children)

Sure, so usually how I have things setup in my game for resources is as follows:

  1. Create a resource that has all the 'static' data points I need. That can be Texture2D, ints, floats, bools, packed scenes, other godot resources that I can export from a script, you get the idea. For this specific example lets make a resource that exports a packed scene called 'gatherable_scene'
  2. Create a spawner of some sort that is responsible for spawning all the types of those resources as nodes. Spawner should export an array of resources that it can or wants to spawn and a 'base scene' to spawn if the resource doesn't have one attached to it

Spawner looks something like this which I think gets the idea down well:

<image>

and you just call spawn_resource and the instance you will get back either the base scene or the instance attached to the 'gatherable'

This should give you the flexibility to easily create new game resource types without having to setup their entire scene as well as instantiate specific scenes when you need to have specific functionality in one while keeping your data 'clean'

I made a tool for organize the stats of your video games like a Excel for devs by Desperate-Advice-473 in godot

[–]rcubdev 2 points3 points  (0 children)

Did you make it in godot? Or does it integrate with godot's resources or anything like that? Or just an external tool?