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
How do I install this agent skill?
npx skills add https://github.com/jame581/godotprompter --skill popochiuIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides comprehensive documentation and implementation patterns for the Popochiu adventure framework for Godot 4.6. No security issues were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
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
| Approach | Best for |
|---|---|
Hand-rolled (dialogue-system + inventory-system + state-machine) | Custom genre, tight control over every system, no editor tooling needed |
| Popochiu | Full 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
- Get Popochiu from itch.io or GitHub Releases; copy
addons/popochiu/into your project. - Project → Project Settings → Plugins → enable Popochiu. Godot prompts a restart — Project → Reload Current Project.
- On first run,
PopochiuResources.init_file_structure()scaffoldsres://game/(layout below) pluspopochiu_data.cfg(aConfigFileregistry of every room/character/item/dialog) andpopochiu_globals.gd(an emptyGlobalsautoload — add your own state here). - The setup wizard pops up automatically (re-open via the dock's "Setup" button): pick a Game Type (Custom/2D/Pixel — configures stretch mode), a Resolution, and a GUI Template (
9 Verb,Sierra,SimpleClick, or Custom). - A companion plugin, PopochiuImporters, adds Aseprite import docks — enabled separately in Project Settings.
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):
| Autoload | Interface | Purpose | Key signature |
|---|---|---|---|
E | Popochiu | Core engine: queue/cutscene scripting, save/load, camera, commands | func queue(instructions: Array, show_gui := true) -> void |
R | PopochiuIRoom | Room registry & navigation | func goto_room(script_name := "", use_transition := true, store_state := true, ignore_change := false) -> void |
C | PopochiuICharacter | Character registry (C.player, C.Popsy) | func walk_to_clicked(offset := Vector2.ZERO) -> void |
I | PopochiuIInventory | Inventory registry & active item | func set_active_item(item: PopochiuInventoryItem = null) -> void |
D | PopochiuIDialog | Dialog registry & inline dialogs | func show_inline_dialog(options: Array) -> PopochiuDialogOption |
G | PopochiuIGraphicInterface | GUI control: block/unblock, show/hide, hover/system text | func show_system_text(msg: String) -> void |
A | PopochiuIAudio | Audio 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
| Type | Base | Purpose |
|---|---|---|
| Prop | PopochiuProp (Area2D) | Visible/interactive scenery — sprite, optional link_to_item, can be a nav obstacle |
| Hotspot | PopochiuHotspot (Area2D) | Invisible interaction zone (no sprite of its own — e.g. part of the background art) |
| Region | PopochiuRegion (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 voice_cues 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 nonexistentE.goto_room() - Cutscene scripting uses
E.queue([...])/E.cutscene([...]), not barequeue_*()calls (those are silent no-ops outside a queue) - Non-
queue_action calls (say(),walk_to(), …) areawaited, or they run concurrently instead of sequentially - Room transitions use
T.play_transition(), not the deprecatedE.play_transition() -
res://game/autoloads/{r,c,i,d,a}.gdare never hand-edited — they're dock-regenerated - Custom persisted fields live on the generated
*_state.gdresource (JSON-safe types, or_on_save/_on_loadoverrides for complex ones) -
turn_on_options()/turn_off_options()/turn_off_forever_options()are called with anArray, even for one id - Command handlers use
on_<command>()(verb-specific) or the_on_click()fallback — never override the publicon_click()wrapper itself - GUI template chosen once and treated as a starting point — switching templates later replaces the whole
res://game/gui/tree
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/jame581/godotprompter/popochiu">View popochiu on skillZs</a>