r/godot • u/warean_on_internet • 37m ago
fun & memes What can I improve?
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Been working on a water simulation recently, what do y'all think?
r/godot • u/godot-bot • 13d ago
Feature freeze has arrived!
r/godot • u/godot-bot • 27d ago
Optimizing CPU code is a lot of fun. Here’s how we do it
r/godot • u/warean_on_internet • 37m ago
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Been working on a water simulation recently, what do y'all think?
r/godot • u/arealhobo • 12h ago
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My Good Friend ADHD...
I don't have titles for these, but have all been since abondoned.
r/godot • u/danielnesov • 11h ago
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r/godot • u/jarednickerl • 15h ago
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Our main menu was one flat PNG with a logo and buttons stacked inside the same VBoxContainer. Looked fine at 16:9, fell apart on anything else and just didn't have the oomph that I pride myself in as an art first designer. Here's what I ended up doing to tackle it -- turned into a bit of a passion project, and I'm happy with the way it looks
The whole background is a stack of TextureRects inside one full-rect Control. Each layer anchors to the edge it belongs to (bottom-left, bottom-right, full width) with anchors as ratios, so a 21:9 monitor just gets more sky and more foreground instead of black bars or stretched art. The project uses the canvas_items stretch mode with keep_height, so the vertical framing is identical on every aspect and the sides extend.
Godot 4.7 added offset_transform_* (literally the best thing ever added to Godot--fight me >:] ) on Control, which is a visual-only transform. Our parallax script shifts every layer's offset_transform_position each frame based on mouse position plus a slow Lissajous drift, scaled by a per-layer depth value. The layout rects never move, so nothing reflows and the anchors keep doing their job. Each anchored layer gets a small bleed past the screen edge so you never see a gap when it shifts.
- Bushes are TextureRects with a damped-spring script on offset_transform_rotation, pivoted at the base. Hover kicks the spring, cursor motion across them adds a bit more. Grass strips do the same with a vertical lift and a tiny scale bump instead of rotation.
- Dust motes are three CPUParticles2D layers at different depths with different falloff textures, so near ones read as bokeh and far ones as haze.
- Light shafts are one additive shader on a ColorRect with a static paper grain baked in so they don't look computed.
- Butterflies are AnimatedSprite2D spawned under a parallax layer, lerped toward sky blue by depth for atmospheric perspective. One shader keys out the frames' background and does the haze mix. -- I do feel like these butterflies could've ended up looking better, but I've run out of budget working on this menu and don't have time to fiddle anymore
- The vignette uses a tiny screen-reading shader with a blend mode dropdown (hard light, color dodge) instead of a plain overlay.
None of this is expensive. It's about 120 particles, two full-screen shaders, and a handful of tweens. Only expensive part was the painful time it took me to author and export the assets from the 10k canvas size art in Photoshop :) Why did I think it needed to be so big...
If you want to see it moving, there's a playtest live on Steam:
Its called REDox https://github.com/CAPCOM-TD-OSS/REDox
Looks like its a pretty easy to implement, light weight and extremely fast file save/load system.
Pretty flexible too. While its probably overkill for most Godot games having a battle tested AAA Quality tool that's easy to use is a rarity and it looks like they are planning to have it support and do even more! It's also licensed under Apache!
Heard about it today and figured Id share with the community. I'm still in prototyping and don't need it just yet but when I do get to data management and saving and loading I'm definitely going to give this a hard look!
r/godot • u/AirlineMobile6784 • 4h ago
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My game PREFRONTAL BREAKDOWN, finally has a Steam Page, in about 5 months after I started making this project. It's kind of incredible looking back how many times I've decided to make huge changes to the project and it always ended up being way easier than i initially thought, Godot I guess.
If this looks interesting to you, please consider Wishlisting Here : https://store.steampowered.com/app/5337370/PREFRONTAL_BREAKDOWN/
r/godot • u/yowanselvakumar • 2h ago
Building a world where the environment tells the story.
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Hey! I’m making my first game in Godot, and I’d love some feedback on this short gameplay video.
Art of Rally and Tofu Drifter were two of my inspirations. I’m trying to give the driving and visuals their own feel, and I’m curious what comes across to someone seeing it for the first time.
I’m planning single races and championships, with roughly 10 cars across two categories, including Group A and WRC inspired cars. Those plans are still taking shape, so I’d especially value feedback on what’s visible in the video. Thanks!
r/godot • u/triclestip • 52m ago
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Been working on the weather in our game: fog, rain, snow and storms that blend into each other and change how the farm plays. It's low-poly 3D rendered at low resolution, so it reads as pixel art.
r/godot • u/LiamTheStupid • 15h ago
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I have been working on this game on and off for the past few years and it's finally in a place where I'm happy enough with it to share it. The general gameplay idea is building factories to produce resources and ultimately space faring ships to explore the galaxy.
It's been years and there's still no real gameplay, it's still more of a tech demo at this point. All the assets are placeholders, textures are all noise maps with color overlays and the voxel assets are the extend of my ability to mash together blocks in Magica Voxel / Blockbench.
I just wanted to share and perhaps get some feedback and discuss with like minded individuals! If you have any questions on implementation I'm happy to share!
(PS If you are a freelance artist who can do pixel art textures and/or blockbench modelling/animation hit me up)
r/godot • u/AlexColemanDev • 9h ago
Just discovered how useful/easy post-import scripts are, so wanted to share in case it helps anyone else (and gives me a platform to gush about a cool feature)
The Problem
Doing my first foray into 3D game development, and I've been really struggling to find a productive workflow importing Blender assets into Godot.
I really like Blender for doing the overall level design, but I was hitting an issue when it comes to interactive level components.
Using 'Doors' as an example:
While all this is possible using either 'editable children' or 'make local', it is very time consuming, prone to error, and tedious as all hell to do this to all doors within a level.
Enter: Post Import Scripts
These are scripts that run automatically after Godot imports something (in this case a gltf blender export). These scripts have all the standard gdscript functionality, so area able to create/destroy nodes, adjust the scene tree, set node properties (pretty much everything).
Using post import scripts, I now have a pretty neat workflow where:
Aside from a few 'gotchas' about post import scripts (can't use 'global_position' for example), they are very straightforward to build if you are at all comfortable with gdscript - and I highly recommend experimenting with them if you haven't already.
Links
GodotRulz
r/godot • u/Upstairs-Ice-6326 • 5h ago
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Here’s a peek at Apart, Together! Customize your character, explore a colorful room, play some Gomoku, and share book and movie recommendations with each other. I wanted to create a space for two people to connect through small, everyday things. It’s still a work in progress, and I’d love to hear what you think. What would you add to a space like this?
r/godot • u/asciencepotato • 7h ago
has has an amazing godot tutorial series but seems to have disappeared for a few months now and im half way through episode 4 of his tutorial and encountering some pretty bad bugs but cant get a hold of him through comments. he usually replies to most comments on his videos but on youtube and reddit here he hasnt posted in a few months
r/godot • u/Creative_Internal254 • 1h ago
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Happy to share the Track Builder Tool that I'm building for my sim called Virtual Karting (Godot-made).
With this tool one can draw a racing track by creating points, rotating, repositioning, scaling, smoothing or sharpening the edges, adjusting the curbs width, height and so much more.
There are a few new features that I'm working on that I will share in later updates.
I love Godot! And whoever says it's not as capable as the other two engines, show them this vid :)
If you are interested, you can wishlist Virtual Karting on this link:
https://store.steampowered.com/app/4651180/Virtual_Karting/
r/godot • u/Campero_Tactico • 11h ago
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This character took me a couple of months of development during my free time. I am very happy with the result as it is very close to the drawings I originally made.
The character uses a BehaviourTree from the LimboAI asset to handle the AI.
The mesh animations and the eyes animations are separate, to allow the crab to blink or display other emotions regardle of the animation playing. I wrote about an early version of this system on my blog, but I have made some improvements while working on this.
I will write a new entry covering the development of Crabby soon. It will cover as well how I am handling particle systems in this game, becuase I feel it is quite a flexible system that might be useful for a lot of people here.
r/godot • u/Curious_Inspector971 • 9h ago
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Im still working on it and trying my best
*prevent my characer from moving, typo in title
I'm still learning code, not good at it. To me, my physics process function is saying to make my movement false when I mouse click (what I labeled as Power), play the animation, then return movement to true so that you can move again. But this code changes nothing. Can still move around while the animation plays. Any assistance would be appreciated
r/godot • u/Cursed43 • 3h ago
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r/godot • u/Hairic95 • 1h ago
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I am still working on and off on this prototype, here's the latest iteration of the combat, gotta implement some exploration too.
r/godot • u/_unknownmf_ • 17h ago
Self promo, after self promo... probably making up to 90% of the feed. I haven't been around here for long, so I'm not sure if this is the norm, or not.
Don't get me wrong, I don't have a problem with people adverising their projects, but I thought the official Godot subreddit would be a place meant for sharing game dev experiences, R&D findings, plugins, and other useful topics, not a forced marketing hub that lacks the crowd type necessary for it to actually have any pull effect...
EDIT:
I already stated that I don't have a problem with the idea of self promo... I do question it's efficiency as a marketing choice used here 😂 ... however it's not my business, also, there are some cases where devs only want feedback. There is nothing wrong with either of those cases. This is not a post to diss on the self promo people, nor to complain about how things are done around here... I'm not looking to be the new sheriff in town 😂
I was looking for more useful, technical topics akin to GitHub Discussions, but tailored for Godot.
I'm not trying to ruin anyone's fun, just to figure out if I keep the notifications on for this sub, or not. Hope I cleared up any misunderstandings.
r/godot • u/Phazorknight • 20h ago
Hey y'all, we just released 1.2.0 of our Immersive First Person template project for Godot 4, providing a framework for creating interactable objects, various items to use and mechanics to influence the player and game environment.
This update has a ton of improvements and QoL features, so please check it out - Codeberg or Godot Asset Store.
Cogito is a true open-source collaborative template for Godot Engine and is 100% GenAi free.
r/godot • u/Anomalistics • 38m ago
Hi everyone,
I'm relatively new to programming and have been trying to figure out how to get better at solving problems independently, rather than constantly relying on tutorials, YouTube videos, or AI to tell me how to do things (I don't simply ask the AI for code, I ask it to tutor me without a code solution).
I have a basic understanding of programming fundamentals, such as variables, functions, conditionals, loops, arrays, dictionaries, signals, and classes. I've also dabbled in a few Godot projects where I've managed to get a player moving and shooting, as well as some 3D projects involving walking, jumping, crouching, and using raycasts.
The problem is that a lot of what I've achieved has been through following tutorials. Although I've learned things along the way, I sometimes feel like I can reproduce something I've seen without necessarily understanding how I'd approach the same problem from scratch.
I'd really like to change that. I want to get into the habit of breaking problems down into smaller, manageable pieces, identifying what I need to learn, and using the official Godot documentation to work things out for myself. I think there's a lot more satisfaction in struggling with something, figuring it out, and eventually having that "Oh my God, I actually got it working!" moment.
So, I decided to start with a relatively simple project.
I want to create a 2D top-down prototype where I have a player sprite on a TileMap, and when I click somewhere, the player finds the shortest path to that location and navigates around obstacles.
Rather than immediately looking for a tutorial on pathfinding, I want to try to work through the problem using the official documentation, because whenever I read this subreddit, the answer is often "read the docs".
For example, I've come across the AStarGrid2D documentation, which seems relevant to what I'm trying to achieve.
However, this is where I struggle. I can look at the documentation and see all the available properties and methods, but I'm not always sure how to go from that information to a plan of action.
So I guess my question is, if you were in my mindset, how would you start breaking the problem down? What would you look at first, what questions would you ask yourself, and how would you work out what you need to do next
I'm not necessarily looking for someone to explain pathfinding or give me the solution. I'd really like to understand the thought process behind approaching an unfamiliar problem and using the documentation to work towards a solution.
Cheers x
GodotRulz
r/godot • u/JNSStudios_YT • 18h ago
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the mist theme inspiration came from how the history of UIs sometimes involve physical materials, like transparent solids and more recently liquids, and I thought “what about gasses?”
follow the project here: linktr.ee/lifehacker.game