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(1 edit)

A question, a comment, and a suggestion in relation to this:

First off what is the viability of using the mono version with this plugin to help facilitate placement, then disabling the plugin and reopening without it in the non-mono version for export to avoid any potential compatibility issues? If I understand correctly the C# portion of this plugin is just facilitating quick organization and placement of assets in a scene. Once they're placed there's no real difference between AssetPlacer placed objects and normally placed objects correct?

As for my comment I'd like to second the request for a filter system. What you've built is incredibly useful and has the potential to be even more so since it has the makings of a simplified DAM built directly into Godot, something that I know I and many others have been looking for. Before I found your tool I was considering writing my own DAM in Godot from the ground up as a secondary external tool. Since I'm a solo I rely on premade assets for my larger projects and thanks to deals such as Humble Bundle and asset store sales I have a pretty large library at this point. That's great in theory but without a flexible organization and searchable system it can become cumbersome.
A filter/tag system would take AssetPlacer from useful to invaluable in my book at least.

Finally I wanted suggest including a randomization option for rapid prototyping. Such as randomizing rotation and scale within a range after each placement, particularly in surface mode.

In any case keep up the great work! I'm looking forward to future updates!

(+1)

Hello DistilledNuance!

Thanks for your comments, I take them into account. First of all, you are absolutely correct about the mono version. Then, about the filter system, I'm happy to let you know, that I'll include a basic one in the next version. As to the randomization, I hear this a lot, and so once I'll have the resources available, I'll think of how to implement one.

Best,