5.1 KiB
5.1 KiB
Existing Project
These instructions assume starting with just the contents of addons/. This will be the case when installing the plugin version in the Godot Asset Library.
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Update the project’s name in the main menu.
- Open
main_menu_with_animations.tscn. - Select the
Titlenode. - Update the
Textto your project's title. - Select the
Subtitlenode. - Update the
Textto a desired subtitle or empty. - Save the scene.
- Open
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Link the main menu to the game scene.
- Open
main_menu_with_animations.tscn. - Select the
MainMenunode. - Update
Game Scene Pathto the path of the project's game scene. - Save the scene.
- Open
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Add background music and sound effects to the UI.
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Add
MusicandSFXto the project's default audio busses.- Open the Audio bus editor.
- Click the button "Add Bus" twice (x2).
- Name the two new busses
MusicandSFX. - Save the project.
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Add background music to the Main Menu.
- Import the music asset into the project.
- Open
main_menu_with_animations.tscn. - Select the
BackgroundMusicPlayernode. - Assign the music asset to the
streamproperty. - Make sure that the
busproperty is set toMusic. - Save the scene.
- Optionally, repeat steps 3-5 for background music nodes in:
opening_with_logo.tscngame_ui.tscnend_credits.tscn
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Add sound effects to UI elements.
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By scene.
- Open
main_menu_with_animations.tscnandpause_menu.tscn. - Select the
UISoundControllernode. - Add audio streams to the various UI node events.
- Save the scenes.
- Open
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Project-wide.
- Open
project_ui_sound_controller.tscn. - Select the
UISoundControllernode. - Add audio streams to the various UI node events.
- Save the scene.
- Open
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Add readable names for input actions to the controls menu.
- Open
input_options_menu.tscn. - In the scene tree, select the
Controlsnode. - In the node inspector, select the desired input remapping mode (defaults to
List). - In the scene tree, select
InputActionsListorInputActionsTree, depending on the choice of input remapping. The other node should be hidden. - In the node inspector, update the
Input Action Namesand correspondingReadable Action Namesto show user-friendly names for the project's input actions. - Save the scene.
- Open
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Add / remove configurable settings to / from menus.
- Open
mini_options_menu.tscnor[audio|visual|input|game]_options_menu.tscnscenes to edit their options. - If an option is not desired, it can always be hidden, or removed entirely (sometimes with some additional work).
- If a new option is desired, it can be added without writing code.
- Find the node that contains the existing list of options. Usually, it's a
VBoxContainer. - Add an
option_control.tscnnode as a child to the container.slider_option_control.tscnortoggle_option_control.tscncan be used if those types match requirements. In that case, skip step 5.3.6.list_option_control.tscnandvector_2_list_option_control.tscnare also available, but more complicated. See theScreenResolutionexample.
- Select the
OptionControlnode just added, to edit it in the inspector. - Add an
Option Name. This prefills theKeystring. - Select an
Option Section. This prefills theSectionstring. - Add any kind of
Button,Slider,LineEdit, orTextEditto theOptionControlnode. - Save the scene.
- Find the node that contains the existing list of options. Usually, it's a
- For options to have an effect outside of the menu, it will need to be referenced by its
keyandsectionfromconfig.gd.Config.get_config(section, key, default_value)
- Validate the values being stored in your local
config.cfgfile.- Refer to Accessing Persistent User Data User to find Godot user data on your machine.
- Find the directory that matches your project's name.
config.cfgshould be in the top directory of the project.
- Open
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Update the game credits / attribution.
- Update the example
ATTRIBUTION.mdwith the project's credits. - Open
credits.tscn. - Check the
CreditsLabelhas updated with the text. - Save the scene.
- Update the example
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