Skip to content
cccskills
FreePublished on GitHub

popochiu

Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI

The English summary is being prepared. Showing the original description.

Run score Not tested

See how to install

Files included (5)

  • SKILL.md10.5 KB
  • references/dialogs.md4.7 KB
  • references/gui.md3.9 KB
  • references/inventory.md4.0 KB
  • references/pipeline.md5.0 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Popochiu

Related skills: dialogue-system for hand-rolled dialogue data, inventory-system for generic inventory patterns, save-load for core-engine persistence.

Addon: Popochiu · version v2.1.1 · Godot 4.6 · MIT · source: https://github.com/carenalgas/popochiu · pure GDScript (no C# API — GDScript-only skill).


1. When to use Popochiu

ApproachBest for
Hand-rolled (dialogue-system + inventory-system + state-machine)Custom genre, tight control over every system, no editor tooling needed
PopochiuFull point-and-click adventure (AGS/PowerQuest-style): rooms, walk-to-click, verb-based interaction, dialog trees, inventory, save/load — wired together with dock-generated scaffolding

Choose Popochiu when you're building a classic point-and-click adventure and want the room/character/prop/dialog/inventory pipeline pre-built, with a dock that scaffolds new objects and autoload registries that give autocomplete (R.House, C.Popsy, I.Key, D.PopsyHouseChat). Hand-roll with dialogue-system + inventory-system + state-machine when your genre isn't point-and-click, or you need full control over the interaction model. Popochiu requires Godot 4.6 and is GDScript-only (no C# API).


2. Install & project setup

  1. Get Popochiu from itch.io or GitHub Releases; copy addons/popochiu/ into your project.
  2. Project → Project Settings → Plugins → enable Popochiu. Godot prompts a restart — Project → Reload Current Project.
  3. On first run, PopochiuResources.init_file_structure() scaffolds res://game/ (layout below) plus popochiu_data.cfg (a ConfigFile registry of every room/character/item/dialog) and popochiu_globals.gd (an empty Globals autoload — add your own state here).
  4. The setup wizard pops up automatically (re-open via the dock's "Setup" button): pick a game type (Retro / Pixel Art or Modern / Hi-Res — sets the stretch aspect and pixel-art texture filtering; the custom-settings form offers Custom / Pixel Art / High Resolution), a Resolution, and a GUI Template (9 Verb, the Sierra-style "Action Bar", Simple Click, or Custom).
  5. Two companion plugins, PopochiuImporters (Aseprite import docks) and PopochiuGizmo, are enabled automatically along with Popochiu.

Dock-generated layout:

res://game/
  popochiu_globals.gd        # Globals autoload — add vars/on_save/on_load
  popochiu_data.cfg          # registry of rooms/characters/items/dialogs/GUI/setup
  autoloads/{r,c,i,d,a}.gd   # generated — never hand-edit; rewritten per new object
  rooms/<name>/room_<name>.gd (+ .tscn, state script)
  characters/<name>/character_<name>.gd (+ .tscn, state script)
  inventory_items/<name>/inventory_item_<name>.gd (+ .tscn, state script)
  dialogs/<name>/dialog_<name>.gd (+ .tres)
  gui/gui.tscn, gui/gui_commands.gd
  transition_layer/transition_layer.tscn (+ .gd)

3. Core concepts & the one-letter autoloads

Game scripts talk to Popochiu almost entirely through short autoload singletons (not PopochiuUtils or class names, which are for engine-internal code):

AutoloadInterfacePurposeKey signature
EPopochiuCore engine: queue/cutscene scripting, save/load, camera, commandsfunc queue(instructions: Array, show_gui := true) -> void
RPopochiuIRoomRoom registry & navigationfunc goto_room(script_name := "", use_transition := true, store_state := true, ignore_change := false) -> void
CPopochiuICharacterCharacter registry (C.player, C.Popsy)func walk_to_clicked(offset := Vector2.ZERO) -> void
IPopochiuIInventoryInventory registry & active itemfunc set_active_item(item: PopochiuInventoryItem = null) -> void
DPopochiuIDialogDialog registry & inline dialogsfunc show_inline_dialog(options: Array) -> PopochiuDialogOption
GPopochiuIGraphicInterfaceGUI control: block/unblock, show/hide, hover/system textfunc show_system_text(msg: String) -> void
APopochiuIAudioAudio cue registry (A.sfx_boing)func is_playing_cue(cue_name: String) -> bool

R/C/I/D back onto generated files (res://game/autoloads/*.gd) rewritten every time you create an object in the dock — never hand-edit them; put custom logic in the object's own script instead. Two more singletons round out the surface: T (PopochiuITransitionLayer, screen transitions — §4) and Cursor (mouse cursor rendering).


4. Rooms & navigation

Create rooms from the dock's "Create room" button — it scaffolds room_<name>.gd/.tscn under res://game/rooms/<name>/ with child nodes $Props, $Characters, $Hotspots, $Regions, $WalkableAreas, $Markers. A room needs at least one enabled Walkable Area or characters won't path on click.

R.goto_room() changes rooms — there is no E.goto_room(); room navigation lives on R:

func _on_click() -> void:
    await C.player.walk_to_clicked()
    R.goto_room("Garden")

E.queue() scripts a cutscene from an ordered instruction list — mix Callables (the queue_* twin of any action) and plain strings:

func _on_room_transition_finished() -> void:
    E.queue([
        "Popsy: Finally, some fresh air.",
        C.Popsy.queue_walk_to(Vector2(400, 300)),
        "...",  # 1s pause
        C.Popsy.queue_say("Now, where did I put that key?"),
    ])

String shorthand accepted by queue()/cutscene(): "Name: text" (says a line), "Name(emotion): text", "Name[N]: text" (auto-continues after N seconds), "."/".."/"..." (0.25s/0.5s/1s pauses, doubling per dot), any other string shown via G.show_system_text(). E.cutscene() is additionally skippable via the popochiu-skip input action (default Esc).

Room transitions go through T (new in 2.1) — not the deprecated E.play_transition()/E.queue_play_transition() (still present in 2.1.1 but print a runtime warning):

await T.play_transition("fade", 0.5, T.PLAY_MODE.IN_OUT)

R.goto_room() plays the project's default transition automatically unless called with use_transition := false.


5. Interactions

TypeBasePurpose
PropPopochiuProp (Area2D)Visible/interactive scenery — sprite, optional link_to_item, can be a nav obstacle
HotspotPopochiuHotspot (Area2D)Invisible interaction zone (no sprite of its own — e.g. part of the background art)
RegionPopochiuRegion (Area2D)Trigger area that tints/scales a character on enter/exit; does not receive clicks

Props, Hotspots, and Characters all extend PopochiuClickable and share one virtual lifecycle. Override these underscore-prefixed methods in generated scripts — the engine calls public wrappers (on_click(), etc.) that call these internally, so never override the public wrapper itself:

# prop_key.gd
extends PopochiuProp

func _on_click() -> void:
    await C.player.walk_to_clicked()
    I.Key.add_as_active()

func _on_item_used(item: PopochiuInventoryItem) -> void:
    if item == I.Oil:
        await C.player.say("That should stop it squeaking.")

Full callback set: _on_room_set, _on_click, _on_double_click, _on_right_click, _on_middle_click, _on_item_used(item), _on_position_changed, _on_movement_started, _on_movement_ended.

Command-based GUI, at a glance: each shipped GUI template (9 Verb / Sierra / SimpleClick) registers verbs via E.register_command(id, "Display Name", fallback). On click, Popochiu snake_cases the active command and looks for on_<command>() on the clicked object (e.g. on_look_at()) before falling back to _on_click(). Full mechanics — including E.current_command, registering custom commands, and the deprecated E.active_command snippet you may see in older tutorials — are in references/gui.md.


6. Characters & dialog basics

Create characters from the dock; the first one created becomes the Player Character. Say a line with an optional emotion:

await C.player.walk_to_clicked()
await C.player.say("What a mess.", "annoyed")

Emotions map to voices and avatars export arrays (emotion name → audio cue / GUI portrait); say() sets emotion for the duration of the line, then resets it to "".

Start a named dialog tree from a click handler:

func _on_click() -> void:
    await C.player.face_clicked()
    D.PopsyHouseChat.start()

Dialog trees are PopochiuDialog resources with branching options, per-option conditions, and handler methods — full authoring pattern (including the Array-only turn_on_options()/turn_off_options() gotcha) is in references/dialogs.md.

Deep dives: references/dialogs.md, references/inventory.md, references/gui.md, references/pipeline.md


Implementation checklist

  • Popochiu enabled in Project Settings → Plugins; project reloaded after enabling
  • Setup wizard run once (Game Type, Resolution, GUI Template) before authoring rooms
  • Every room has at least one enabled Walkable Area, or characters won't path on click
  • Room navigation uses R.goto_room() — not a nonexistent E.goto_room()
  • Cutscene scripting uses E.queue([...])/E.cutscene([...]), not bare queue_*() calls (those are silent no-ops outside a queue)
  • Non-queue_ action calls (say(), walk_to(), …) are awaited, or they run concurrently instead of sequentially
  • Room transitions use T.play_transition(), not the deprecated E.play_transition()
  • res://game/autoloads/{r,c,i,d,a}.gd are never hand-edited — they're dock-regenerated
  • Custom persisted fields live on the generated *_state.gd resource (JSON-safe types, or _on_save/_on_load overrides for complex ones)
  • turn_on_options()/turn_off_options()/turn_off_forever_options() are called with an Array, even for one id
  • Command handlers use on_<command>() (verb-specific) or the _on_click() fallback — never override the public on_click() wrapper itself
  • GUI template chosen once and treated as a starting point — switching templates later replaces the whole res://game/gui/ tree

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter866Updated Oct 22, 2026

Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter866Updated Oct 22, 2026

Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter866Updated Oct 22, 2026

Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter866Updated Oct 22, 2026

Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter866Updated Oct 22, 2026

Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation

The English summary is being prepared. Showing the original description.

jame581/GodotPrompter866Updated Oct 22, 2026

See all skills by jame581

Report a problem with this skill