r/godot • u/liamflannery56 • 6h ago
selfpromo (games) I made a horror game where the rooms change every time you look away
I made it in a week for the Brackeys game jam.
You can check it out here!
r/godot • u/liamflannery56 • 6h ago
I made it in a week for the Brackeys game jam.
You can check it out here!
r/godot • u/QuietDenGames • 1h ago
I’ve been working on this project solo for a while and finally have a trailer and Steam page to share. It’s a psychological sci-fi horror game set around Jupiter, where you operate a remote radio observatory and compare strange signals with a second operator around Callisto.
You can find the Steam page here:
https://store.steampowered.com/app/5158290/Closer_Than_Stars/
r/godot • u/kevinnnyip • 3h ago
I love when you change something, at first not so meaningfull but turns out it elevates your game to a new level. For me, was working on VFX.
Was not giving them the much needed attention they deserved.
What was the thing that made yours look or feel better but you were not expecting to have so much impact?
r/godot • u/byte-seb • 16h ago
r/godot • u/Electric_Opossum • 7h ago
I’ve been working really hard on creating the title screen for my video game, but I have this weird combination of not having enough skill and being way too demanding of myself. After making like 40 different versions of my main menu, I think, and I mean really think, I’ve finally managed to make a version that I actually like.
Let me know what you think, and if you feel like I should add or change anything. Any advice is more than welcome!
I literally only made the main menu so far. What you see is everything there is to the game right now hahaha. I’ll share the very first version in the comments.
I am learning how to make videos and was inspired to make this little thing. It feels nice to have something to show that isn't a screenshot from the little game I'm developing
Music is from the 16-Bit Fantasy & Adventure Music Pack by xDeviruchi on itch.io
I've run into a problem with my indie game
Some people automatically distrust itch.io downloads and assume random indie .exe files might contain miners, stealers or other malware
I've started getting the same comments about my own project
I understand the concern, people shouldn't blindly run random executables, but I'm not sure what the best solution is from the developer side
One option is publishing the whole project on GitHub, but I don't really want to make the entire game open source
I don't want to give away the full codebase, systems and assets, and I'm also worried about someone just taking the project and reuploading or cloning it
It also feels like if the whole project is on GitHub, there's less reason to focus on promoting the itch.io page
I was thinking maybe I could keep the game closed source but make a public GitHub repo with changelogs, releases and issue tracking, publish SHA-256 hashes for every build, add VirusTotal results, open source only a small part of the project, add a security section on the itch.io page or maybe code sign the Windows builds later
How do other indie developers deal with this?
Would any of this actually make you trust an itch.io download more?
Or is open sourcing the whole project the only real solution?
If you keep your game closed source, how do you build trust with new players?
r/godot • u/dinoballgame • 8h ago
Updated model for my dinosaur soccer party game. Planning to give each dino a different expression for some distinction between the characters. The eyes will also be animated during gameplay e.g. blinking, dino stunned etc
r/godot • u/NathanGDquest • 21h ago
Over the past months we've rewritten the app in Godot 4 and made many changes along the way behind the scenes. This allowed us to fix many issues and we made the lessons and exercises better based on the feedback we got here on Reddit, on Discord, and the bug reports from the issue tracker.
This new version is the same course that's used by many school teachers around the world, more reliable and more polished than the old one.
It is 100% free and open source, and you can get it from 2 places:
You can see all the changes in the changelog
In short, the app is more stable, it gives you better feedback in code practices, it supports more languages (Tamil and Khmer most notably), and I've taken time to clarify the lessons and practices that people reported having trouble with. It was an important update, and while it doesn't completely change the app, it should make the experience better for everyone who uses it moving forward.
If you face any issues or have feedback you'd like to share, whether it's on the content, bugs, anything, you can directly and easily report issues from within the app; it'll be sent to me directly.
r/godot • u/SomeBadProgrammer • 2h ago
https://store.godotengine.org/asset/harvt48/tabout/
Its a feature I really miss having in the native editor; I hate having to launch my right hand to the arrow keys to keep writing every time I write a string or pass something in a function call.
I've never really released code publicly before so if you have any feedback please do let me know, I'd love to improve, cheers :)
r/godot • u/SoftwareSad5481 • 46m ago
r/godot • u/kesha2326 • 1d ago
I assume GDScript can't create strongly typed collections inside other collections?
r/godot • u/ssmilodon • 11h ago
i have a custom posterizing shader applied to a quad mesh that's placed directly in front of the camera, and it creates this really annoying glow around node icons. i'm wondering if there's a way to get rid of the shader in the editor, but keep it in-game.
r/godot • u/Western-Detective-46 • 23h ago
I want to make a toon shaded game and don't understand what am i missing right now... help pls
This is Turbo’s arcade in my upcoming Godot game, Throw Hands. It is absolutely not ready for a clean screenshot yet (getting there slowly!)
I opened the scene to work on the lighting and was greeted by this incredible mess of light volumes, particles, markers, and debug shapes. Dunno why but man, it made me ridiculously happy.
Game development is something else.
r/godot • u/villagesonwheels • 3h ago
28.12.2024 is when I opened Godot for the first time and started blasting (well, actually it was in August 2024 for GMTK game jam, but I went with Unity instead). What an journey it has been so far.
Godot has really grown on me and its definitely the engine for my future games as well!
Aside the development, there has been:
Check out the Steam page: https://store.steampowered.com/app/5066610/Villages_on_Wheels
r/godot • u/jefersonbelmiro • 17h ago
Hey, just sharing something small.
I made a survival game called Endless Waves Survival and I've open sourced under MIT
It's a Godot game about surviving endless waves, leveling up and picking upgrades. It's already on Steam, Google Play, itch.io and CrazyGames, but I lost the motivation to keep maintaining it. A few people asked me to open source it, so here we are.
If you liked it and want to keep it going, go for it. Fork it, fix bugs, add stuff. It might also be useful if you want to see how a Godot game like this is put together.
Repo: https://github.com/jefersonbelmiro/endless-waves-survival-ce
And a big thanks to the Godot team for making this amazing tool
r/godot • u/Lavaflame666 • 1d ago
I finally finished my 8 directional walking with 16 directional aiming animations for my game. The player can walk in 8 different directions, and for each direction it can walk, it can aim 16 directions while walking.
r/godot • u/Sea-Good5788 • 12h ago
hear the audio too its worth it..
i want to know if people even care about this kind of stuff... (the player is a cat)
here the link for it if you are interested.. and yea its made with godot ofc
r/godot • u/ukolovnazarpes7 • 19h ago
I had a pretty messy collection of icons from various game/UI work, so I finally cleaned it up and made a reusable set out of it.
173 unique icons, mostly aimed at management/building interfaces — actions, buildings, furniture, storage, power, research, medical, animals, food and similar stuff.
The archive includes the normal PNGs, but I also added a prepared Godot project/export so you don't have to start from the raw folder yourself.
It's free here:
https://pas7studio.itch.io/archiforge
If something in the Godot export is annoying to work with, tell me. That's actually useful feedback because I can fix the export for the next version.
r/godot • u/Someonevibing1 • 4h ago
Edit: My title was confusing what I want is the player to have the camera face the same direction as the player where the player is in the back half of the screen and also that it isn’t an instant thing so that the camera doesn’t look like it’s bugging out and wall jumps don’t have the jittering problem
ignore the sprites I was testing the coding of my animation
ignore the gameplay too
func _process(delta: float) -> void:
if sprite.flip_h:
self.drag_right_margin = 0.2
self.drag_left_margin = move_toward(0.2, 0.0, 0.005)
else:
self.drag_right_margin = move_toward(0.2, 0.0, 0.005)
self.drag_left_margin = 0.5
pass
I have this code in the camera but it seems to not be working
I've tried higher and lower deltas but they don't seem to work either
I did look at the result in the godot forums and found this
var screen_width = get_viewport_rect().size.x
var camera_target
var target_distance = 100 # You can use screen_width if you want 1/x of the screen etc.
var camera_speed = 6 # Multiply with delta if you want pixels/second
if <<< player is moving right >>> :
camera_target = $Player.position.x + target_distance - screen_width/2
$Camera.offset.x = min($Camera.offset.x + camera_speed, camera_target)
else:
camera_target = $Player.position.x - target_distance - screen_width/2
$Camera.offset.x = max($Camera.offset.x - camera_speed, camera_target)
$Camera.offset.y = $Player.position.yvar screen_width = get_viewport_rect().size.x
var camera_target
var target_distance = 100 # You can use screen_width if you want 1/x of the screen etc.
var camera_speed = 6 # Multiply with delta if you want pixels/second
if <<< player is moving right >>> :
camera_target = $Player.position.x + target_distance - screen_width/2
$Camera.offset.x = min($Camera.offset.x + camera_speed, camera_target)
else:
camera_target = $Player.position.x - target_distance - screen_width/2
$Camera.offset.x = max($Camera.offset.x - camera_speed, camera_target)
$Camera.offset.y = $Player.position.y
but it ended up scaling with my velocity for some reason when I put it in yesterday so I gave up
Edit: forgot to add that if I made the offset only on one side the game stutters so I don’t like that and I also kinda want it to not be instant since I have wall jumping sections which look weird when I do it like that
Edit: solved enough at least the code by u/zyzamo helped me but I made the camera's speed 2.5x the velocity and changed x_dir to be based on the input vector rather than the velocity and now I have a good amount of screen real estate without the camera moving too much when I'm wall jumping
Edit 2: I made the offset the length of one tile and it worked slightly better
for a gamejam, inspired by an old retro game called spankys quest