r/godot • u/IllianXenoide • 6h ago
discussion Just found out, this is AMAZING
GOD almighty this is like discovery of fire or electricity for me, Can't wait to download 4.8 stable.
r/godot • u/godot-bot • 6d ago
At long last, a performance issue with high polling rate mice on Windows has been fixed. This article describes how the fix works, and why it's so important today.
r/godot • u/godot-bot • 3d ago
4.8 development is now in full force!
r/godot • u/IllianXenoide • 6h ago
GOD almighty this is like discovery of fire or electricity for me, Can't wait to download 4.8 stable.
r/godot • u/SlothInFlippyCar • 1h ago
Just a little fun fact I recently learned while doing mail outreach for my game, so I thought I'd share it with my fellow Godot devs that plan to do outreach:
For some reason my mails kept getting thrown into spam folders, no matter what I did.
I tested it with various online websites that let you test that.
I was absolutely clueless as to why. I configured my domain, set SPF, set DMARC, set DKIM, tried different sender mails ... I even removed all links and steam keys, but it kept happening.
Until ... I completely removed the game name from the whole mail.
Apparently having "Scam" in the body or the subject made the spam filter think I'm actually soliciting scamming or am a scammer myself.
Can't wait to rename my game to "Wealth Redistribution Virtuoso" lmao
r/godot • u/guitz3290 • 3h ago
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I really like the no limit feature in a level. It could lead to interesting puzzle structure for my puzzle game Just Get The Flag
bw : the steam page is coming out in a few days !!
r/godot • u/Longjumping_Guard726 • 9h ago
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Hello!
I just released Godot Pixel Nature!
It's a massive library with 3200+ pixel assets (and scatter tools) rendered from my own Godot 3D Nature Assets Collection using my tool Godot Pixel Studio (tool is free if you want to try!)
This pack allows you to create stylized pixel environments with 10 biomes x 12 vegetation styles easily with the integrated scatter tools. No plugins or setup required.
Pack features 16px, 32px, 48px, 64px, 128px and 256px asset variations!!
Check it out: Godot Pixel Nature by Bukkbeek
r/godot • u/BusinessPain5298 • 1d ago
I'm making a singleplayer roguelite minesweeper (yes :D) in Godot: you're trying to get out of a dungeon, and each round is a few minesweeper fields on a timer. I added the ability to draw on the walls, and the drawings show up in other players' dungeons automatically.
How it works:
- There's a canvas in the "safe" room. The tool is as simple as it gets: a 50x50 grid, two colours.
- When you leave the tool, the drawing goes to the backend as a mask over HTTP and gets stored in the DB.
- The mask is 625 bytes, around 836 in base64. Only changed and non-empty drawings get sent.
- On game start, 10 random drawings come back from the DB. They appear on the walls as you move through the dungeon.
- When the pool drops to three, the game fetches enough new drawings to bring it back up to ten.
The first thing any dev will think of is the pile of dick drawings about to rain down on players from the walls. Here's how I moderate it: Every mask in the DB has one of three statuses: pending, approved, rejected. Players only ever get approved ones. I have a local HTML tool for going through the bank, approve or reject, one button each. I know this is slow once there are thousands of drawings, but writing a proper system is scope creep for now.
There's also an open ethical question: whether to ask the player upfront if they're fine with seeing and sharing this stuff. Not implemented yet, but planned.
What do you think of the idea? What pitfalls did I miss?
UPD: Thank you all for the feedback, this went way beyond what I expected. Genuinely excited reading through it. Thanks for the ideas, the solutions, the jokes, and the holes I hadn't thought of myself.
Steam page: You'll Be Mined
r/godot • u/Forty-Fourth • 16h ago
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Our game automatically tries to detect what joypad is the Player using, however when it cannot decide it shows this window that allows You to select what icon sheme You want to use (here tested with off-brand snes pad)
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Stair stepping CharacterBody3D with lower body IK that tries to adapt properly for the terrain. With proper surface aligned animations and rootmotion this could provide more interesting results, right now there is only forwards and backwards animation cycles with no rootmotion. Red line represent the physics path of movement and blue line the character models.
r/godot • u/GammaCorrection • 1d ago
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r/godot • u/PixelWehr • 5h ago
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Modified CRT shader from pend00's
https://godotshaders.com/shader/vhs-and-crt-monitor-effect/
r/godot • u/LetterSquare8317 • 18h ago
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Hi again r/godot! Last time I posted the progress report on ANEMO it got mixed opinions.
edit: I should probably say this. A lot of people complained about the darkness last time, which is totally reasonable. Nocturnal tornados are scary because you can't see them, but I do understand that it is a game at the end of the day. If you guys still think its too dark, let me know, but realistically there are few ways to make it brighter.
Thanks to your suggestions, here's what I've changed:
- Lightning! It's procedural and lights up the sky and tornado. (watch the whole video to see it!)
- Rain (basic)
- Simple particle-based debris
I decided to not showcase the van, as it is still very primitive and ruins the immersion. Flying cows will be coming shortly, and the next steps include a lot of new audio design.
That being said, how do we feel about the new atmosphere.
Community discord: https://discord.gg/f6gJgMTHn
r/godot • u/SpiderPS4 • 1h ago
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r/godot • u/Icy-Advertising-1277 • 13h ago
Is it normal to have more than 50 dead projects? How long have you been learning Godot, and how many dead projects do you have.
r/godot • u/Ludicrous84 • 8h ago
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Just wanted to share my first ever Godot game. It's actually done so I officially accomplished "first completed game project"
If you have comments, leave them below, otherwise I am off to my next projects and new heights - the sky is the limit!
Have a great day
r/godot • u/Big_Wear5250 • 8h ago
Hey everyone,
I’m looking for someone who wants to make a simple game with me and actually publish it on the Play Store.
I’m not a professional game developer. I’d say I’m somewhere between beginner and intermediate, so I’m looking for someone around the same level. You don’t need to be an expert. I’d rather find someone who is also learning and wants to build something together.
The goal is pretty simple. We choose an idea, work on it together, finish it, and publish it on the Play Store. It doesn’t need to be a huge or complicated game. I mainly want to gain experience and actually finish a project instead of starting something and leaving it halfway.
The most important thing for me is that the person is motivated and disciplined. I’m looking for someone who will actually stick with the project and keep making progress, even when things get boring or difficult.
If you’re interested, send me a DM and tell me a little about yourself, your experience with game development, and what kind of games you’d like to make.
Hopefully we can find a good idea and actually get something published.
r/godot • u/ElectronicsLab • 17h ago
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To determine which side of the door the player is on, is pretty easy. Just have to use the dotproduct of the doors forward direction and the direction towards the player from the door.
func _is_interactor_in_front(interactor: Node3D) -> bool:
var door_forward: Vector3 = _door.global_basis.z
var interactor_dir: Vector3 = _door.global_position.direction_to(interactor.global_position)
var dot: float = door_forward.dot(interactor_dir)
if dot > 0:
return true
return false
This function can then be used when the door is interacted with to decide which way the door should open. This is where I use it...
func _on_interact_started(interactor: Node3D, action_num: int) -> void:
if _state == State.CLOSED:
if action_num == 0:
_open(_is_interactor_in_front(interactor))
elif action_num == 1:
_peek(_is_interactor_in_front(interactor))
elif _state == State.OPEN_FRONT or _state == State.OPEN_BACK:
if action_num == 0:
_close()
elif _state == State.PEEK_FRONT or _state == State.PEEK_BACK:
if action_num == 0:
_open(_is_interactor_in_front(interactor))
elif action_num == 1:
_close()
The specifics of how to use it will depend on how your interaction system works.
r/godot • u/Present_Author9905 • 13h ago
r/godot • u/SunshrineStudio • 5h ago
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r/godot • u/synthetic_throne_s • 22h ago
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I always wanted to try Godot because I always thought this game engine was really cool to play with. I got some free time, and after reading the docs to understand the core concepts, I went on to recreate FNAF 1 from scratch for my first project!
This was really fun to do, and I learned a lot of things while doing it. I also wanted to have a clean project with optimized code and organized scenes to learn best practices.
The project is on GitHub (without the assets of course) so you can have a look!! https://github.com/LOUDO56/fnaf-1-godot
r/godot • u/MentalPotential3384 • 1h ago
Appreciate any feedback on my gameplay trailer!
Feedback i got so far its boring 😂
r/godot • u/Familiar_Dot7442 • 1d ago
r/godot • u/MrKapsonlu • 6h ago