Then this plugin should work for you! I believe some of the other ones I mentioned also have 3.x versions, so if you have a specific use case in mind, those might still be worth checking out, too!
Haunted Bees Productions
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If I remember right, it was written for 3.4 but works in 3.5 as well.
There are no plans for a 4.x release right now, as I've found that Godot Dialogue Manager and Beehave both cover the original use cases I made this plugin for, so I highly recommend one or both of those if you want something like this in 4.x. I've also discovered Cognite and Godot Orchestrator as more general purpose visual scripting tools like this is, but I can't vouch for them as I have not personally used them.
The Linux version doesn't seem to work! Got this error:
ERROR: Pack created with a newer version of the engine: 3.5.
at: try_open_pack (core/io/file_access_pack.cpp:180)
Error: Couldn't load project data at path ".". Is the .pck file missing?
If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).
Godot 3.5! All the source code is on GitHub, but after seeing the release notes for Godot 4 Beta 6, I think I'm gonna finally migrate to Godot 4 now. I wouldn't be able to game jam as efficiently as I have been if I were still using Unity, so if anyone reading this thread isn't sure what engine they should try out next, I strongly recommend Godot!
This makes me nostalgic for the days where short fun well polished games like these were the norm. Nowadays most games like this on a phone's app store would look significantly worse, play some several unskippable ads every time you lose, connected to fake "online" leaderboards, and be riddled with microtransactions for powerups. But this? It's like I'm in the golden age of flash games again!
Current High Score: 5150
I had a good time! Only thing I didn't like was the fact that I couldn't choose which direction I'd go when I switched sides, which made things a bit too dependent on whether the Random Number Generator was on my side. Anyway, where we all posting our scores? My high score is 5 - 42; not sure what the first (yellow) number represents though!
Thank you! The game is sometimes forgiving of typos, and if you accidentally start typing the wrong letter you can just mash a button a few times until it becomes an unrecognized code and essentially cancel out the current letter, but sadly the backspace wasn't invented until a few years after this war ended.
I'm glad you liked it! Thank you for hosting such a fun jam!
This educational game about beekeeping in ancient Egypt does support customizable controls and any gamepad supported by your browser's Gamepad API. I have not tested with a Guitar Hero controller, so I cannot say for certain.
However, early guitars date back to roughly the 12th century in Europe, and while their exact history is not entirely known, it is safe to say that a guitar would be a historically inaccurate instrument to be strolling through ancient Egypt with. If you've got a Lute Hero controller, that should work, though.
Thank you! I mostly just read through everything on https://gameaccessibilityguidelines.com/ and tried implementing what I could. That site is an amazing resource.
I've been working on an Accessibility Suite for Godot that addresses some of the points mentioned in this thread; a custom is_action_just_pressed function includes a customizable delay, so a player with hand tremors who might accidentally press the same button multiple times in a short time period will only register as the one original intended press. There's also functionality to convert button holds to toggles; so if your game normally requires players hold down a button/key to crouch, for example, you can easily surface an option to allow players to press the button once to crouch, and a second time to stop crouching. If any Godot devs are participating in this jam, hopefully one of them can find this useful!
I don't think I'll have time to participate in this jam, but I'll definitely be monitoring it to learn what other ways us developers can work to make games more accessible for everyone.