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Minari Studio

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A member registered Dec 02, 2025 · View creator page →

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Hello friend!

Do you remember I told you that I would later look into the grid system? Well, I did it hehe

I just uploaded version 1.6, and it includes the full Pseudo-Grid and Hierarchical Stacking system. It automatically handles switching from vertical to horizontal axis, includes a new expansion effect called 'Ghost Slot,' and completely revamps the input system to make it context-aware.

I wrote a detailed Devlog explaining everything (The Pseudo-Grid Revolution! - Juicy Navigation Overlay: Physics-Based UI for Godot by Minari Studio). 

I hope it helps you and that you like it :D!

Hello friend! Well, I will be working on the horizontal and vertical axis system as sublists, but I can't guarantee that it will work (for now) in the simultaneous display of all the lists and in moving between them, or essentially, in the behavior of a grid. I plan to do it, yes, but when this development becomes profitable for me (or at least generates consistent income), since I have spent quite a bit of time on it, and also a lot of care. I’ll see if I can immediately integrate this 'pseudo-grid' system. With this, you could have navigation on the X and Y axes, but full visual synchronization of all the lists (like in your example table) and coordinated movement between them would be part of the full grid functionality that I plan for later. Cheers!

Noted! I will work on this and on the dynamic spacing during this week. Thanks so much for your comments and ideas!!

The problem was that Curve2D is mathematically very strict with tangents. At the ends of curves (or tight turns), the tangent vector would flip abruptly, causing the icons to interpret "up" as "down," rotating 180º suddenly. 

To fix this and give you more artistic control, I implemented a "Smart Rotation" system with three modes: 

  1. Fixed Mode (Full Correction): Now you have a checkbox Align to Curve. If you deactivate it, the items completely ignore the curve's wild rotation and stay always vertical (or at the angle you choose). This solves the vertical flipping of items at the ends and normalizes the angle of all items on the curve. 
  2. Fan Mode (Accumulative): With the Fan Angle slider and the Accumulative option activated, you can make the items fan out like a deck of cards (e.g., -10º, -5º, 0º, 5º, 10º). I got the idea thinking about how to keep both characteristics haha.
  3. Mode "Wings" (Equal): If you disable Accumulative, the angle is applied equally to the sides but mirrored (e.g., all on the left face -5° and those on the right 5°). I think it can help correct the visual perspective in concave or convex curves without distorting the center, and it originated from the cumulative solution haha.

I hope this has solved your problems and allows you to use the plugin more comfortably and with greater artistic freedom! I look forward to your comments and thank you very much.

Extended explanation Devlog.

Hi body! First of all, thank you so much for your purchase and trust! Given the architecture I used to build the plugin, it shouldn't take me too long to resolve this, so you can expect a solution within this week!

Hey! Just wanted to share a bit of context on this project.

I'm a Senior Software Engineer transitioning into full-time indie dev. I built this navigation system because I realized I was rewriting the same menu logic for every prototype. I decided to over-engineer it once (Object Pooling, decoupled Physics, Stack Management) and package it as a polished product.

Full disclosure: I'm selling this asset to fund the development of my personal game projects. If I could, I'd release everything for free right now, but I need to keep the lights on to keep coding.

My roadmap is to release these "must-have" architectural modules (things every game needs) to build a sustainable base. Once I'm established, I plan to pivot towards creating free, high-level tutorials on Software Architecture for Godot, helping others bridge the gap between "making scripts" and "engineering systems."

If you decide to pick this up, you're saving yourself weeks of UI work and helping me get closer to that goal. Thanks for the support!

(1 edit)

Hi everyone! 

  • I just released  Juicy Navigation Overlay: Physics-Based UI for Godot, a new plugin for Godot 4 designed to solve a specific problem I had in my own projects: standard UI containers feel too rigid.
  • If you are trying to build stylish menus like in Persona 5, NieR, or modern arcades, the default ScrollContainer just doesn't cut it. It lacks weight, inertia, and flexibility.

    So, I built a dedicated system to handle 1D Physics Navigation and Path2D layouts.

    🎮 What does it do?

    It replaces static lists with a fluid navigation system. It’s not just a visual tween; it runs a physics simulation for:

    • Inertia & Friction: Menus accelerate and decelerate naturally.
    • Magnetic Snapping: Items snap to focus with a satisfying bounce.
    • Path2D Support: You can draw ANY curve in the editor (circles, spirals, S-shapes), and your menu items will follow it automatically.

    ⚙️ Under the Hood (For the technically curious)

    I didn't want this to be just a "toy", so it's built for performance:

    • Zero-Allocation Object Pooling: It doesn't instantiate 100 items. It recycles a small pool of slots (e.g., 5 or 7) to display infinite lists. This keeps it 60fps-smooth on mobile.
    • Unidirectional Data Flow: Input -> Physics -> Layout. Easy to debug.
    • Input Agnostic: Works with Keyboard, Gamepad, Mouse Wheel, and Touch Swipe out of the box.

    ⚠️ Current Limitations

    I want to be upfront before you check it out:

    • It is designed for Linear Sequences (Lists) and Paths.
    • It does NOT support Grid/Matrix layouts (like a Minecraft inventory) yet. That's coming in v1.5.

    💸 Availability

    It's available now for $8 (Indie friendly price). I put a lot of work into the polishing and the manual to make sure it's production-ready.

    👉 Check it out here:

  • https://minaristudio.itch.io/juicy-navigation-overlay

    Let me know if you have any questions about the implementation or the pooling system! I'm happy to discuss the tech.

    Cheers, Minari Studio

  • (2 edits)

    Hi everyone! 👁️ I'm happy to announce the release of Juicy Navigation Overlay.

    Link to the pluginJuicy Navigation Overlay: Physics-Based UI for Godot by Minari Studio

    What is it? It is a Godot 4 addon that replaces standard, rigid UI lists with fluid, physics-driven navigation. It allows you to create Orbital Menus, Curved Lists (Path2D), and Bouncy UI without writing complex math.

    Key Features:

    🌊 Fluid Physics: Inertia, friction, and snapping logic built-in.

    ↩️ Curved Paths: Wrap your items along any Path2D curve (Spirals, Arcs, Loops).

    Zero-Allocation: Optimized for mobile (recycles UI slots).

    🎮 Input Agnostic: Works with Keyboard, Gamepad, and Touch (Swipe) automatically.

    Why I made it: I was tired of static ScrollContainers killing the "game feel" of my projects. I wanted menus that felt heavy and satisfying to scroll, so I built a dedicated physics solver for UI.

    Video to show how works:

  • Check it out and let me know what you think!