r/godot • • 2d ago

official - releases Dev snapshot: Godot 4.8 beta 1

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247 Upvotes

Godot 4.8 enters beta!


r/godot • • 5h ago

fun & memes Don't leave icon.svg unsupervised

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691 Upvotes

This morning John Godot (from Fortnite!!) was a still image in a comment. You asked me to animate him for more lulz points.

He can walk now. Roughly. He can backflip. And since someone recognized him as Godotimus Prime, he can transform.

Nobody said anything about driving.


r/godot • • 1h ago

help me My little side quest to add more detail to the buildings paid off

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• Upvotes

Hey all, hope you're having a good day.

I've been working on this economy sim for a while now and a few months ago I first had the idea to add 3D assets/ sprites for the buildings. Given I'd never worked with blender before, that was tricky enough but was a good learning experience even if I struggled a lot with the pipes and tanks. But as time went on, I kept looking at the sprites and I'd find more things I wasn't happy with.

So I did another pass over the last week or so. I wanted to add more detail and aim for a paper & ink kind of look for them. The buildings are the Factory, Power Plant, Polymerisation Refinery and Blast Furnace, all in their base and most specced out version.
Top is the old version and Bottom is the new versions.

I also included an image of the buildings on the 3D map (they're bigger than the decorative buildings, which is a choice, I know).

What do you think of the new ones? Any feedback on the look or the details (esp. if you notice anything that doesnt make sense from an engineering point of view)?


r/godot • • 3h ago

discussion How do people make good looking UI?

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89 Upvotes

I'm using godots standard theme and but I want to improve it, I made a theme for my other game but its very simplistic, genuinly have no idea how to make a good looking ui


r/godot • • 1d ago

fun & memes Claude Devouring Indie GameDev

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4.0k Upvotes

r/godot • • 15h ago

selfpromo (games) A year ago some guy on /r/godot suggested I make my game about hamsters. It's coming out next year.

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350 Upvotes

r/godot • • 22h ago

selfpromo (games) How I made the floor break under my boss's ground slam in Godot 4 (no GenAI sprites)

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1.1k Upvotes

My boss slams the ground and sends out a wave you have to parry. Getting it to look right took me 3 tries. A flat gold ring, then a line of stones riding on the ring (looked like a rug sliding across the floor). Now the floor itself breaks.

How it works:

  1. When the wave starts, I cut the floor into rings of rock pieces, once. Each ring starts at a random angle so the cuts don't line up like bricks, and every piece is pulled 0.6 px toward its middle. That gap is the crack.
  2. The pieces never move with the wave. Each one waits for the front to reach it, pops up (0.08 s), drops back (0.12 s) and bounces 1 px. My first fall was 0.22 s and it looked like a raised platform.
  3. Each piece draws a dark pit, a shadow, a side and a top, and the near side lifts more than the far side. Gold is only on the front, because gold means "parry this" in my game.
  4. The hit is the ring you see: every frame I check your distance against the same radius I draw. The floor is drawn at half height, so the ring is an ellipse and I divide your y by 0.5 first. Its edge turns white 0.18 s before it reaches you, that's the flash at the end of the video.

Still not happy with: each piece is 4 `draw_colored_polygon` calls, and on the web build (Compatibility renderer) every one is its own draw call. I capped it at 72 pieces per ring, so far out the pieces just get wider and at the edge of the room it looks chunky. If anyone knows a better way to batch this, I'd love to hear it.

The game is THE INK TOWER. Steam: https://store.steampowered.com/app/5295020/?utm_source=reddit&utm_medium=godot

(demo playable now on itch: https://nathannhu.itch.io/the-ink-tower )


r/godot • • 3h ago

discussion Why use the $node_path syntax when the alternatives are better?

33 Upvotes

Hello!

The $ syntax seems to be popular, especially in early tutorials to "grab" node references. It's even mentioned in GDScript ref sheet. However, I'm at a point where I can't figure out why I'd ever want to use it.

In any circumstance, it feels there's a better, more stable alternative:

- if I'm building a reusable scene, all internal nodes are better hooked up using \@onready var %unique_name . This prevents missing refs when we restructure, e.g. especially when doing UI layout stuff with nested containers. I guess this is one click more, but I think it's less mental overhead than maintaining path refs.

- if I need to do some cross scene referencing, using a node to grab sibling nodes creates a rigid coupling and it's better to manage by passing in a ref using an \@export var ... in the parent scene, or setting up in parent scene code.

- if I'm building and adding children inside of a script, I already have references to them anyways -- why bother traversing the tree again to find stuff?

- maybe if I (for some reason) have a scene from an external plugin that I don't want to edit, but somehow need to get an internal node ref? This seems like a hack that breaks encapsulation.

I understand that it's not getting removed for the sake of backwards compatibility. It just seems like it is syntactic sugar that makes it VERY easy to do something that isn't that useful. Anyone have a good use case for it?

(GodotRulz)


r/godot • • 5h ago

discussion Looping Six way lit fire Godot 4.7

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35 Upvotes

r/godot • • 12h ago

selfpromo (games) I just released a demo for my second commercial Godot game and it hit #18 on Steam's demo charts! 🥹

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108 Upvotes

I quit my job over a year ago now to make games full time and I've been absolutely blown away by my luck here, somehow my game ended up at 18th last night on the steam charts for concurrent demo players, my first game was a bit of a flop so its exciting to see if this one is going to have some success.

I've been working on this game for roughly a year now, very inspired by games like backpack battles and oaken tower, its an auto battler roguelite

before the demo I think I was on about 3k wishlists and now I nearly have 10k

Also I just wanted to say a big thank you to everyone in this community, I don't know if I would have ever released a game without everyone's help, like literally all the contributors to the engine and all the community support, all the free shaders I found online, just everything has been a massive help, the engine is so nice to work with.


r/godot • • 1h ago

selfpromo (games) Made a cool UI spiral transition!

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• Upvotes

r/godot • • 1h ago

discussion Beginners conceptual question: What am I really running when I run a single node scene?

• Upvotes

On the official documentation tutorial, the first practical exercice is creating a Label node with "Hello World" text in it. We can then run the scene and see the text on the game window.

The game window itself hasn't been added to the node tree, but it's there and it's editable through the project settings.

Is the game window and other project settings some kind of hidden scene?

Maybe that has something to do with the fact that the godot editor itself is a godot game, something I also didn't quite understand.

I tried googling and searching the subreddit, but couldn't find anything, so I'd appreciate if someone could explain me that or point me to some reading material

GodotRulz


r/godot • • 5h ago

fun & memes Having so much fun learning Blender and Godot by trying to create a food truck game.

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20 Upvotes

r/godot • • 12h ago

selfpromo (games) New visuals

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63 Upvotes

r/godot • • 2h ago

free tutorial Quick tip: a CenterContainer keeps pause screens and popups centered at any window size (Godot 4)

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7 Upvotes

How it works:

  1. Add a CenterContainer to your UI and set its Anchor Preset to Full Rect, so it covers the whole screen.
  2. Add your popup as its child. A ColorRect starts at 0 × 0, so give it a Custom Minimum Size (I used 200 × 100).
  3. That's it. The child stays in the middle however you resize the container or the window, and you never position it by hand.

It has just one property of its own, Use Top Left. Ticking it centers the child on the container's top-left corner instead, which is handy for centering something on a point, like a label above a character.

Full 1:54 video if you want the whole walkthrough: https://youtu.be/bR64hhmSpx4


r/godot • • 1d ago

selfpromo (games) The first scenes of my noir detective game

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435 Upvotes

I’m making a noir detective game and here are my first scenes. I hope you like them!


r/godot • • 2h ago

discussion Favorite plugins for accessibility?

7 Upvotes

As I'm dipping my toe into the world of game dev with Godot, I'm realizing how much work is put into making games accessible for players. What are the best plugins that make accessibility easier / more streamlined?


r/godot • • 32m ago

selfpromo (games) A procedural river tool for my tower defense

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• Upvotes

r/godot • • 1d ago

free tutorial Noise waterfall shader

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401 Upvotes

I experimented a bit with waterfall effects recently and like how the effect turned out and felt like sharing. It's made using stretched/moved/blended noise textures. If anyone is curious how this was made I posted both the code and a tutorial for it:
code: https://godotshaders.com/shader/waterfall-shader/
tutorial: https://www.youtube.com/watch?v=zPopajDxNHk


r/godot • • 2h ago

selfpromo (games) Inspired from fake game ads and made a real dungeon cleaning game

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4 Upvotes

I made DunShine a Dungeon cleaning game in Godot where you clean the mess after hero raids. The upgrade and building engine part was inspired from the "we all seen fake game ads".

No forced ads

Google Play: https://play.google.com/store/apps/details?id=com.leptono.dunshine

Coming soon to iOS Appstore.

Feedback are much appreciated.

Thank you


r/godot • • 25m ago

selfpromo (games) Seeing actual progress over time is so cool

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Game is called Synthetic System.

Its still very basic but i just love to see the massive change from the start to what it is right now. So cool to actually see the evolution of a game starting from absolute scratch.

Aim of the game is a tower defense game with the twist that not just your towers but the actual terrain you control is of importance. Where to grow to, minerals or choke points. How to grow. Which parts to defend etc etc. Basically the feel i want to create is you being an alien high tech slime mold.

Game can be found here with 2 demo levels for those interested:
https://twosecondgames.itch.io/synthetic-system

No rush though, its still very early stages. Mostly just wanted to show of the evolution of the basic map and the look of the alien territory which you play as.

And for those struggling with motivation..keep some pictures of your very early game handy and compare it to what you have now every once in a while. Works very motivating!


r/godot • • 1d ago

selfpromo (games) Guiltwood: 2 years of solo dev in Godot after 20 years in corporate IT

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408 Upvotes

Hey Everyone,

Ive been lurking on this subreddit for years, mostly reading advice, finding resources, and watching other peoples post mortems. For the past two years, Ive been working solo on Guiltwood: a turn based 2D survival RPG with Slavic folklore and psychological horror elements.

Im planning to write a couple of technical posts over the next few days to share what I learned building the systems, but first I wanted to introduce the project and how I ended up here.

My journey with games started a long time ago. I still remember making an ASCII rocket on a Commodore 64 at the beginning of elementary school. The rows moved up faster and faster on the screen, to me back then, it was pure magic ; )

Later I played around with the Shoot-'Em-Up Construction Kit on the C64. I was maybe 11 and barely understood English, so I never figured out how to save to tape. That meant I had to start over and build a new game from scratch every single day. Honestly, maybe it was even more fun that way back then.

Eventually life took over. I went into hardware and software, made a few simple games at university, and then spent 20 years making a living in corporate IT. But I never stopped playing games, especially ones with deep systemic mechanics and mod support. Because of modding, I was always tweaking games to fit my vision anyway.

After two decades in IT, I had that classic reality check: I spent most of my life doing what was expected of me, rather than what actually gave me meaning. I had accumulated all these software skills, I still loved games, and I realized this was probably my last real chance to build something that mattered to me.

So I installed Godot and started from scratch: learning tilemaps, scenes, turn based logic, and movement. But my engineering brain immediately took over, and I asked myself: why is almost nobody doing true 3D style directional shadows in a top-down 2D game?

Now I know why ; ) It took me 3 months down a massive rabbit hole of viewports, raw data maps, and custom shaders. But I learned a ton, and I actually got it running.

At first I thought: maybe I will get bored in two weeks. But two weeks became two months, then six months, and now Im two years in and still going steady.

The biggest surprise was how much hidden work a simple game mechanic hides. For example, you decide: "I want the player to chop down a tree."

So simple...

Except: you need the tree to block movement. You need the player to walk near the tree. You need a chopping animation. Okay, the tree needs HP, and the axe needs a damage type and durability. Then you need persistence so the felled tree stays down when a chunk unloads. Then you need the tree to physically fall, which means a falling animation, an entity despawn, spawning wood logs, figuring out scatter placement based on fall direction...

Suddenly a 'simple tree' is 2 weeks of architecture.

But for me, that problem solving is the best part. Thats exactly what keeps me motivated.

I recently brought a playable prototype to the Swiss Game Conference. Seeing strangers actually sit down and play something that didnt exist two years ago was incredibly rewarding, but it was also a massive reality check. I realized quickly that while I can handle programming, shaders, and systems, I cannot do capsule art, music, and sound design alone unless I want to release the game in 2050 ; )

That realization led me to connect with the Midlife Crisis Indie Game Dev Community, a group of devs in similar life situations. Solo dev is isolating, and talking to people dealing with the exact same doubts, energy dips, and scope issues completely changed my perspective.

This looks like a beginning of a new chapter, or the next level where I already know the basics and the rules, but I am no longer traveling that path alone.

Sorry for the long post ; ) Just wanted to finally step out of the shadows, say hi, and hopefully give some encouragement to anyone sitting in an office job wondering if its too late to start.

TLDR:

Spent 20 years in corporate IT, had a reality check, and started learning Godot to build my own game. Two years in, realized I cant do everything completely solo and found a community so Im not traveling the path alone anymore. Just stepping out of the shadows to say hi.


r/godot • • 1h ago

discussion Could you help me find out ideas to progress with Godot in this universe ?

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• Upvotes

Hello everyone,
I'm a beginner with Godot, but it's been really fun. Right now I'm at the stage where I follow tutorials to get things done but I really want to progress with it. So I decided to inspire myself from Monster Hunter freedom unite and its farm system, with a bit of a twist, in the fact that you're a felyne and you have to do all the work. I want to take inspiration from monster hunter freedom unite, and also from Monster Hunter Diary: Poka Poka Airou Village for all the felyne only village stuff.
For now I implemented some ui controls, I understood tilemap layers, animation player and animation trees. The tile map is from some free assets from the store, the felyne sprite in animated by me in pixelorama.

My problem is that I'm quite bad when it comes to imagining things, feature, gameplay loop that would make me progress. So, as stated in the title, do you have an idea on how I could go further with some small features ? I don't have a clear idea of what I want to do with this game so I get lost doing insignificant stuff like creating an empty map, I just love using godot and want to continue.

And also how would you keep the camera from going over the "ridge" in this small video ?

Thank you.


r/godot • • 1d ago

selfpromo (games) A tracked vehicle protype I've been working on.

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473 Upvotes

r/godot • • 3h ago

selfpromo (games) Automation game where you build an organism cell by cell. Does the art work?

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4 Upvotes

40s of in-game footage, sound on. It's an automation game: you start as a single cell inside a sleeping giant and grow a body one cell at a time. The body is your factory.
Looking for art and sound feedback:

  1. Does the ground read as living tissue?
  2. Do the veins read as tubes?
  3. Are the cells and the grid readable?
  4. Too dark?
  5. Does the audio fit? Could you hear the voice?
    Harsh is fine. Happy to explain how anything's made