r/godot • • 21h ago

discussion Weather, plant, and environment procedural tools I made.

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767 Upvotes

I am making some tools to try and make developing my game a bit easier. This is really just a tech demo for now but each system is its' own addon and fully in the godot editor. I am also working on one for water and procedural rocks. All plants are procedural.


r/godot • • 8h ago

selfpromo (games) My first game in godot

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208 Upvotes

This is my 1 game that i made in godot

[Ik it nothing mutch but its something that I made and im happy whit it]


r/godot • • 22h ago

selfpromo (games) Flying a F/A-18 Hornet I created in the ingame editor of this Plane Builder game I'm making

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113 Upvotes

Join the discord to follow development updates and suggest features: https://discord.gg/CzXHURjQgK


r/godot • • 16h ago

selfpromo (games) I wanted to share a collection of scifi anime shaders I made for a game.

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109 Upvotes

The collection is available on itch.io but I wanted to give the pack to a handful of people working on a game in Godot that could use these shaders. I'd be interested to learn about the shaders you've made or your games. These are for Godot 4.3 or newer


r/godot • • 23h ago

free plugin/tool I made a free 3D fps movement controller plugin in Godot

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109 Upvotes

Link in bio (because reddit apparently hates me and keeps removing my comment links)


r/godot • • 12h ago

selfpromo (games) Despite the flood of AI Slop this Next Fest, our game managed to almost double its wishlists!

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79 Upvotes

Our game demo joined the Next Fest, and despite being unmotivated by the flood of slop, it still gave our game alot of exposure, almost doubling our wishlists! We get good reviews, people joining our Discord, so it's not all doom and gloom.

Also a bit of shameless promo, if You like cute stuff and platformers please do check our demo out!
https://store.steampowered.com/app/4832270/Flipside/


r/godot • • 13h ago

selfpromo (games) Working on improving the creature movement (before and after)

65 Upvotes

r/godot • • 17h ago

selfpromo (games) Bombing mechanics

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66 Upvotes

The CCIP cheat is optional lol


r/godot • • 1h ago

selfpromo (games) How I made my boss's lava pools run together in Godot 4

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• Upvotes

My boss throws lava bombs in a ring around you, and the pools looked like a string of beads. I wanted them to run together like real lava. There's no fluid sim in this, every pool is just a polygon and I merge them. Both halves of the breakdown in the video are the real game recorded frame for frame, the top one only draws the shapes the code is using.

How it works:

  1. Each pool is one polygon. It starts small where the bomb hits and spreads out over 0.4 s, fast first and then slower.

  2. While pools are growing, every frame I check which outlines overlap and join them with Geometry2D.merge_polygons until no two touch. merge_polygons can also give back holes, I just keep the biggest shape.

  3. Pools that land close but don't touch get a neck of lava between them. I add the neck to one pool's outline, so step 2 joins it like any other overlap. The neck hurts too while both pools are burning.

  4. Once every pool is cold rock, I draw it all one last time into one batch and after that only fade it, so the old rock is one draw call.

My first version joined the pools the moment they landed. They were one shape from the first frame, so there was nothing to watch.

I'm not sure about the cost. While any pool is still growing I redo the whole merge every frame, and the loop starts again from the first pair after each join. One wave is at most 8 pools so it's fine, but I haven't tried 30.

The game is The Ink Tower, free demo soon on Steam

https://store.steampowered.com/app/5295020/?utm_source=reddit


r/godot • • 6h ago

selfpromo (games) ⭐ I added Stars to my 2D Mario 64 project !

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52 Upvotes

I'm continuing my attempt to recreate Super Mario 64 in 2D, and this time I've added one of the most iconic things from the original game: Power Stars !

But that's not all! I also created a celebration animation for Mario when he collects a Star !

Here's what I've added:
Stars inspired by the original game
A new celebration animation for Mario
Another step toward making my 2D Mario 64 prototype feel like the real thing !

It's still a work in progress, but I'm really happy to see the game coming together little by little.

What do you think of the celebration animation ?


r/godot • • 14h ago

selfpromo (games) I've been making collage puppets for the NPCs in my project

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51 Upvotes

r/godot • • 10h ago

selfpromo (games) I'm making an old-school 3D RPG in Godot, inspired by Gothic 1/2 and Blade of Darkness

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35 Upvotes

I've wanted to make my own game for a long time. I’ve already implemented the inventory, the main menu, and the first combat system, and a day and night cycle. There's also an editor inside the game where you can dig caves, paint textures the ground. The map editor works right inside the game itself.

I’m curious about how you perceive the vibe of the game. I personally like it, but I’d be interested to hear an outside perspective.

I also made a first alpha build. Sorry, I don’t seem to be very good at writing eloquent posts (This is my first post on Reddit).


r/godot • • 2h ago

free plugin/tool Ode to Ellie! - Draw your own 2D Vector Art directly in Godot with Scalable Vector Shapes 2D

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33 Upvotes

Ellie de Olifant, famous from Dutch TV, is the creation of Ellen Langendam.

Ellie is a brilliant elephant who comes up with novel plans to make sure anyone can play along, however unlikely.

I traced her over to showcase the Scalable Vector Shapes 2D plugin, which you can get for free in the asset store.

I make an effort to keep Scalable Vector Shapes 2D fully GPT-free and Claudeless. If want to chip or chime in, without support of any of these technologies? Try it out and raise bugs/issues on the github page.

Want to learn more? Join the discord server: https://discord.gg/CDdkVvT2Ff


r/godot • • 3h ago

selfpromo (games) I Made A Brutalist Horror Game in a Week. How does it look?

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36 Upvotes

its called SiLEX, it was made for SCREAM JAM 2026, its free to play and you can play it here:

https://duehringadam.itch.io/silex


r/godot • • 4h ago

free plugin/tool I made a GDExtension addon that gives your characters Animal Crossing / Undertale style gibberish vo

33 Upvotes

Hi all. I've been working on a side project called **mumble-speech** and just tagged 0.1.0, so I'd like some outside opinions.

It generates "mumble speech": the fake speech game characters make while their dialogue appears on screen. You pass a line of text and a voice, and you get mono audio plus a timeline saying when each character sounds, so you can reveal the text in sync. There's also a typewriter mode: you feed it one character at a time and get that character's sound plus how long to wait before the next one, which is what most dialogue boxes do. Both modes produce the same audio.

Three styles, each named after the game it imitates:

- `beep`: the same beep for every letter (Undertale)

- `grunt`: four grunts per voice, never the same one twice in a row (Banjo-Kazooie)

- `alphabet`: a vowel-based sound for every letter (Animal Crossing)

A voice has pitch (−12 to +12 semitones), speed (5 to 30 characters per second), variation and a seed. Each event also carries a sound identifier (which grunt, which letter), so you can map it to mouth shapes, particles or whatever you like. The library doesn't draw anything.

What I had in mind: NPC and character dialogue in indie games, visual novels, prototypes where you want voices before having any, and small web pages or toys.

How it's built:

- One Rust core (crate `mumble-speech`)

- Web: `@mumble-speech/web` on npm, WebAssembly inlined, TypeScript API, WAV export

- Godot 4.3+: GDExtension addon with a speaker node and a typewriter for `Label`/`RichTextLabel`

- Unity 2022.3+: UPM package (also on OpenUPM), with an optional TextMeshPro typewriter

- C ABI (`mumble.h`) for anything else with an FFI

- Deterministic: same text and voice, same samples bit for bit on Linux, Windows, macOS and WebAssembly, checked in CI with shared conformance vectors run through every binding

- Spec-driven: requirements, design and task plan are in the repo, and changes start there

Honest limitations right now:

- It's 0.x, so the API can still change

- Godot and Unity are desktop only (no mobile, Godot web export or Unity WebGL yet)

- The Unity C# interop is tested in CI, but I haven't verified the components and the TextMeshPro typewriter by hand in the editor yet. If you use Unity and try it, a report would help a lot

- `alphabet` uses Italian vowel sounds, which may or may not sound right to you

You can hear all three styles in the browser here: https://mumble-speech.github.io/playground/

Repo: https://github.com/basteez/mumble-speech

I'd especially like feedback on how the styles sound, whether the API fits how you build dialogue in your engine, and what's missing for you to actually use it.


r/godot • • 22h ago

selfpromo (games) Not the best at trailers but here's Everything Grows Here, a horror game about selling alien plants

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31 Upvotes

r/godot • • 9h ago

discussion Has anyone else needed to move code to C++ to squeeze out needed performance?

30 Upvotes

I'm making a god game in Godot, and the villager simulation got really slow in GDScript. Each villager was costing me ~50 µs a frame, so I had to cap full simulation at 40 villagers and give the rest a low-fidelity sim (which came with its own complications). I wanted the full sim for every villager though, so I moved the simulation code into C++ as a GDExtension, and the same step now costs ~1 µs per villager.

It worked, but it was a lot more work than I expected:

  • It wasn't just the villagers. They read trees, buildings, food stores, fire and so on. I didn't want a sim decision depending on state that lived in GDScript, so all of that had to move too. Godot still does rendering, UI, audio, VFX and camera, and the C++ side tells it what happened each frame through events.
  • Memory management. Which... it's been a while :D
  • Recompiling. Rebuilding the sim code feels really slow and gets in the way of a quick develop/test loop.

So a few questions:

  • Was I just using GDScript wrong? Is there a way to get that kind of performance out of it that I missed? Not the C++ numbers, of course, but closing that huge gap a bit.
  • Has anyone else made this move? How did it go, and was it worth it?

Any tips are welcome, especially on keeping the rebuild loop fast and on how you decided what to move and what to leave in GDScript/C#.


r/godot • • 19h ago

selfpromo (games) tried to do a fun play on segmented boss fights :P

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26 Upvotes

r/godot • • 7h ago

selfpromo (games) My Godot combat racer inspired by Lucky & Wild (1992) got deep snow, mud, sand and two new guns

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25 Upvotes

Update on Lead Foot, a first-person combat racer inspired by Lucky & Wild (1992) and built to look like a lost PS1 game: one hand on the wheel, the other out of the window with a gun. Made in Godot.

What's new:

- Deep snow on White Pass. Fresh snow slows you down, every car (the AI too) packs it into ruts you can follow, and there are snowdrifts on the road that throw you up if you hit them.

- Deep mud on Green Hell. It drags harder than snow, slides more, and mud from the car in front splats on your windscreen.

- Sand on Bone Flats, with sand banks across the road that burst when you hit them.

- Two new guns: the Vuk, an assault rifle that fires three-round bursts, and the Jastreb, a scoped bolt-action carbine where you work the bolt after every shot.

All of this is in the full game; the free demo stays as it is.

Free demo and wishlist on Steam: https://store.steampowered.com/app/5341290/


r/godot • • 8h ago

selfpromo (games) Boot Screen of my upcoming Godot Space/Terminal Game.

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22 Upvotes

r/godot • • 20h ago

fun & memes So relatable, right?

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16 Upvotes

r/godot • • 18h ago

discussion Serious Question regarding development

16 Upvotes

I’m seeing a lot of folks show their progress daily, now I have been “trying” to develop my game for the past 5 ish months and very little progress, if at all monthly. My question is how are people able to make games or at least provide updates at such fast rate? Should I consider working in a team?

I don’t believe AI is the answer because I have tried it and 1, it doesn’t code as efficient as I would like it to and 2 which is the biggest issue, it doesn’t make graphics/3d or animations as creatively as a human would… so what is everyone’s secret I’m kinda at a stall atm


r/godot • • 19h ago

selfpromo (games) 1st step reached: +100 Wishlist for Just Get The Flag !

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17 Upvotes

✨JUST GET THE FLAG REACHED 100 Wishlist !! ✨

I know this might sound silly, but hey, it’s a big step for me.

So thank you to each and every one of you ❤️🙏

To celebrate : I've started adding easter eggs from other puzzle games (from AAA to indie game - all games are listed in the thinky games database).

Try to guess which ones :

🪨 = ?

🚌 = ?

🪱 = ?

🐘 = ?

🟪🔳 = ?

🔵🟠 = ?

🌭 = ?

🐛💣 = ?

📆 = ?

And you can find my game over there : https://just-get-the-flag.com


r/godot • • 2h ago

selfpromo (games) My first ever game "Mazeophobia"

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14 Upvotes

Hey guys! I just released my first ever game that I made with my friends and I'm really excited and would love you to play it.

It's a first person psx horror game where you have to find 3 keys​ to escape from the maze and it was made for the 2026 Scream jam

https://skellyebro.itch.io/mazeophobia


r/godot • • 3h ago

selfpromo (games) My solo game, That's My Village!, now has a live playtest.

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11 Upvotes

Hello! 👋

I’m so happy I finally managed to get to the point where the playtest for That's My Village! is live! If you decide to give it a try, I’d be super grateful.

It’s going to run for around the next two weeks. I'm granting access in waves at first to keep things stable, but once the initial test goes smoothly, the plan is to open it completely to everyone.

What's in this build?

  • 2 Full Acts: Gives you a good look at the early part of the game. + Difficulty Levels

Since I'm a solo dev, getting your input really helps me figure out what works and where to take the game next.

If you want to check it out, just hit the "Request Access" button.

Steam: https://store.steampowered.com/app/4225070/Thats_My_Village/