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Daelon

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A member registered Dec 12, 2021 · View creator page →

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I guess that’s better, but it doesn’t really address the issue.

Yeah, they’re sorted alphabetically, but there’s 1400 fonts and I don’t know any of their names. If I’m looking for a new font, I’ll know that I want a serif font, a sans font, a monospace font, a font that supports a certain size range.

If I think of anything else, I’ll make issues for them!

Why doesn’t the editor already do this?

(2 edits)

Off the top of my head:

  • When the text box is focused it’d be nice to run it with ctrl+enter (or some configurable hotkey)
  • Your ctrl+scroll zoom is actually just scroll zoom. edit: pull request sent
  • I don’t use the built-in text editor(and I didn’t look at your (very nice) readme until after I’d already tried it), so it would be nice to have visual feedback for what script the console is currently running against. This could also be useful if you have a tool script loaded in a scene and you want to watch the viewport while manipulating a node or something.
  • It might be interesting to have a mode where instead of running against the open script, it runs against the selected node?
  • This is less of a console and more of a REPL, but I’m not sure normal godot users will really know what that is.

This is very cool and I’m looking forward to seeing it improved in the future.

I had a couple medium size problems in testing that I created issues for.

(3 edits)

I like this plugin, but my project already has a class named ContextMenu, so I had to modify QuickSettings before it would load correctly.

There’s no real reason for ContextMenu or RenamePropertyDialog to have class_name defined, since you only ever create a single instance of each.

edit: This also applies to ArrayEditor and VectorEditor, since ArrayEditor only has a single instance, and for VectorEditor you preload the scene.

With a little usability refinement, this will be a ‘must-have’ editor plugin.

Thank you!

Managing complexity is a major goal of this project, and I’m going to do whatever it takes to prevent the giant tangle from happening.

This looks like a great tool for inventory UI, rts style unit/building management, or quickly throwing in some debugging visualizations.

This is a great tool for creatively-bankrupt devs like me, or for people who want a lot of procedural content.

A great followup plugin would be a city/town/place name generator.

This is an awesome idea with a couple minor usability hiccups.

Obviously this makes finding fonts much less painful, but the number of times I need to do this makes it hard to justify giving it permanent screen space at the top of the editor. Is there any chance this could be optionally relocated to the Project > Tools menu? (I can probably put together a pull request if you’re interested)

My other concern is that I’m sure sure Google Fonts has a lot of fonts. Are there any plans to add search, filters, or sorting?

This will probably work very well with the MaxSizeContainer plugin for making non-game and web applications.

This will be very useful for building non-game (particularly web) applications in Godot.

Wow, this looks like every live debugging/data visualization idea I’ve ever had rolled into one.

Ever since I first played a Minecraft modpack that used JourneyMap, I’ve been obsessed with using an embedded web server as an easy way for players to use a second monitor.

Thank you for making this, because I was already researching how to wrap a web server in gdnative. This is a much better solution.

10/10 solution for a problem that frequently annoys me. This addon will probably save me dozens of seconds per day.