The demo is 3.x but the repo is updated to 4.2+. The project hasn't been in active development for the past 6 months but it's not completely abandoned, I just haven't been able to focus on it. However, the state management and hitbox organization tools are pretty stable. Though if I recall correctly there was a major bug with the input system, but it should be mostly functional.
pyxus
Creator of
Recent community posts
Honestly I find my self often using node based approaches for stuff like this that should hypothetically be better done with resources. I'd like to use resources more but custom resources aren't the nicest to work with in 3.X in my opinion. But good work! Didn't take that long to figure out either. By the way I'm not sure if you're familiar with them but there's a popular godot tutorial channel that also goes by GDQuest. At first I thought this would be related to them 😅.
Nice! Wasn't expecting to see anyone else submit a fighting related addon. Also cool to see we had the same idea for changing the hitbox color. I spent some time trying shaders and a few hacks to try to get it in before I realized you could just change the shape color. Honestly white should just be the default color.
Thank you for showing interest! And yes the lack of documentation definitely contributes to the apparent complexity 😅. I hope to make this as user friendly as possible and ideally most if not all of the setup will be done in the editor with minimal coding on the user's part. Also I'm glad someone recognizes the character! Its been fun trying to recreate her moveset with this framework for my test.
Thought I encountered an error until I realized the spawning scene needed to be autoloaded. You should look into using an EditorPlugin script to automatically load it with the add_autoload_singleton() method. Then anywhere it needs to be used do get_tree().root.get_node_or_null("AutoloadName") to check if it exists. You can also load custom nodes with add_custom_type() to make stuff appear in the node menu without using class_name. Sorry if you already know this and this is redundant info, just trying to help. Anyway... Other than that cool project! 😁