Software Alternatives & Reviews

Is it possible to dynamically introduce nodes inside the project

SCons Rclone
  1. 1
    SCons is an Open Source software construction tool—that is, a next-generation build tool.
    Pricing:
    • Open Source
    I literally do almost this exact thing with the game im working on. Situation is: im the programmer, working with an artist who cant code (and im not going to make them edit json on an ipad lmao) so I have a google drive spreadsheet where they put metadata for the items they make. I have a script that uses rclone to copy this down as a csv, along with the image assets. Then I wrote a python extension for scons that converts it to json (and also does some image processing/cropping because evidently procreate's export options are very limited). From here, I originally had an import plugin that would automatically import the json files as godot resources. however, I eventually decided to instead write a standalone script in gdscript (invoked with godot --script --headless myscript.gd) that would do the conversion ahead of import, mainly because I wanted to be able to have the game assets be more self-contained (like, so that an item has its texture in the same resource file instead of in a separate file referenced from the json). I then modified my scons build scripts to call this script.

    #Front End Package Manager #JavaScript Package Manager #JS Build Tools 14 social mentions

  2. 2
    rsync for cloud storage.
    Pricing:
    • Open Source
    I literally do almost this exact thing with the game im working on. Situation is: im the programmer, working with an artist who cant code (and im not going to make them edit json on an ipad lmao) so I have a google drive spreadsheet where they put metadata for the items they make. I have a script that uses rclone to copy this down as a csv, along with the image assets. Then I wrote a python extension for scons that converts it to json (and also does some image processing/cropping because evidently procreate's export options are very limited). From here, I originally had an import plugin that would automatically import the json files as godot resources. however, I eventually decided to instead write a standalone script in gdscript (invoked with godot --script --headless myscript.gd) that would do the conversion ahead of import, mainly because I wanted to be able to have the game assets be more self-contained (like, so that an item has its texture in the same resource file instead of in a separate file referenced from the json). I then modified my scons build scripts to call this script.

    #Cloud Storage #Web Service Automation #File Sharing And Backup 616 social mentions

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