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PN Scripts

Game dev tools

Wallop by PN Scripts

Make every hit land in Godot 4: drop-in nodes for trauma camera shake (2D and 3D), hit-stop, squash and stretch, hit flash, knockback and damage numbers, all fired by one impact() call.

  • Godot 4
  • GDScript
  • Godot shading language
  • Coming soon

Coming soon

Not published on its store yet, so there is no buy or download link. PN Scripts does not take payment for it here.

2D demo frame: a teal character hits a dummy that flashes white and squashes, with a large orange 36 above it and the HUD showing hit-stop frozen

What it solves

The gap

Every action game rebuilds the same feedback effects, and quick versions fight each other: shake overwrites the camera offset, hit-stop leaves the time scale stuck, tweens on scale break when the game scales the node too.

What it is

Wallop gives each effect its own small node that layers on top of game code, restores what it changed, and can be driven with fixed steps, plus one facade node that fires them all from a single call.

How you use it

Hits feel heavier in minutes, and the effects stay out of the way of your own camera, time and scale code.

A focused, tested set of game feel nodes for Godot 4 developers who want impact effects that behave predictably, without a large framework.

Who it is for

Use it when

  • Adding impact to melee and projectile hits in 2D action games and platformers
  • Showing damage on enemies in 3D action or arena games
  • Recording consistent gameplay clips with Godot's Movie Maker

Built for

  • Indie developers making action games in Godot 4
  • Game jam teams who need polished feedback quickly

What is inside

Shake and hit-stop

Add trauma on impact and the camera shakes by trauma to the power of 2 (configurable), with offsets and roll from seeded noise, then settles exactly back. Hit-stop drops the time scale for a few hundredths of a second of real time; when two hits overlap the freeze extends and uses the lower scale, and the scale you had before, slow motion included, comes back at the end.

Squash, flash and knockback

Squash and stretch run on a spring with configurable stiffness and damping, overshoot a little and return, keeping the area in 2D or the volume in 3D. Flash holds a colour and fades, through a shader on CanvasItems or an overlay material on meshes. Knockback slows exponentially and travels exactly the distance you ask for; character bodies stop at walls.

Damage numbers

Numbers are spawned on a CanvasLayer from a Vector2 or Vector3 world position, so they stay sharp and readable whatever the camera does. They pop, rise, arc and fade, crits are larger and coloured, labels are pooled, and hits on the same key within a short window add up into one number.

One call, predictable timing

WallopFeel.impact(target, strength, from, value, crit) adds trauma, freezes, and triggers the flash, squash and knockback nodes under the target. Every node has step(delta) for fixed-step driving and tests, keeps running during hit-stop on real time, and follows the recording clock in Movie Maker mode so recorded clips match live play.

Specs

Availability
Coming soon
Vendor
PN Scripts
Type
Plugin
Pricing
One-time purchase Price to be announced.
License
Proprietary
Deployment
Download (ZIP with addons/wallop and a ZIP with the demo project)
Maturity
v1.0.0

Compatibility

Platform or runtime Supported versions Tested up to
Godot Engine 4.7 or newer 4.7.1

Stack

  • Godot 4
  • GDScript
  • Godot shading language

Wallop is coming soon

It is finished and tested. It is not on sale yet; this page will say where to get it when it is.

Coming soon

Not published on its store yet, so there is no buy or download link. PN Scripts does not take payment for it here.

Questions

A Godot 4 addon with eight GDScript nodes for game feel: 2D and 3D camera shake, hit-stop, squash and stretch, hit flash, knockback, damage numbers and a facade node that fires them together.

Godot 4. It was tested with Godot 4.7.1 on Linux with the Compatibility renderer; other versions and renderers were not tested. It is pure GDScript, with no C# or GDExtension.

No sounds, particles or art beyond the simple demo shapes, no rumble or controller vibration, and no visual editor for tuning curves.

It was written in GDScript and the Godot shading language for Godot 4. Created with AI assistance; the behaviour was checked by PN Scripts with 27 headless tests (177 checks) in Godot 4.7.1, and both demos were opened in the editor, run and recorded with Godot's Movie Maker for the preview images.

It is not on sale yet. When it is, this page will link to the store; PN Scripts does not take payment on this site.