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Wormhole

!roguelikedev@programming.dev

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founded 2 years ago
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Hi everyone! As I mentioned in the previous video, it’s currently July 2025, and during this holiday period, I don’t have as much time for complex tutorials, so instead, I’ll go with slightly simpler topics. Today’s video will be dedicated to polar coordinates, and in the end, it might even result in a pretty useful effect.

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cross-posted from: https://gardenstate.social/users/stefan/statuses/114842370287500019

State of Godot and the Web – Adam Scott – GodotCon 2025
https://www.youtube.com/watch?v=u_WMJG0menc

#videogames #godot #youtube #talk #confrence #PCGaming

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submitted 4 days ago* (last edited 4 days ago) by blamster19@programming.dev to c/godot@programming.dev
 
 

I'm new to Godot and I'd like to make a game with 2d isometric graphics. There are lots of tutorials on using tilesets, but every one I've seen so far uses one image per one tile (even if they're put together in one large spritesheet) like so:

This is problematic if I want to have lots of variation in my base shape, like different egdes and corners and so on. What I'd like to achieve is to have to draw just parts of the blocks and put them together to form a tile in the editor, like so:

This way I only need to modify the specific sub-tiles if i want to change, for example, the look of grass on top, and it will propagate to all tiles with grass on top. I know about tile patterns in Godot, but they seem to be something else. I want to take the triangular patches from my spritesheet and compose the tiles out of them. Is it possible in Godot?

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How I fixed Pixel Snapping / Jitter in my game using a subpixel camera to achieve smooth pixel perfect movement.

Subsequent related videos:

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Hi all, I've made some more progress on my game about the 12 Greek Olympian gods! If you didn't know, this is a game where the player (a humble little duck) has to traverse the realms of the gods by solving puzzles and platforming. The aim is to help Prometheus (the Titan who stole fire from the gods) find each god and take their power for the humans (e.g. mastery of the seas from Poseidon). The first part will be on Dionysus, the god of wine.

I've added more dialogue and proper dialogue avatars (incl. different expressions!) for the duck, Prometheus, as well as the four winds. See here:

Duck: "W-Where am I? What is this place?"

Prometheus (beautiful orange hair + beard): "By harnessing the power of the Anemoi, the four winds, you can control air itself to eliminate obstacles in your adventure."

Prometheus: "This allows you to lower the sea level to create a path forward. Not parting the seas, that's Moses's thing."

Narrator (eye donut thing): "Humans do not listen to orders. They are violent, arrogant, and greedy. Ducks, on the other hand, are quite the opposite. "

Notus (the coolest embodiment of wind): "A civil dispute, that's all! We're not little kids! We're the embodiments of the winds! We are much more mature than that."

Eurus (the wind of storm): "It is funny to me. Haha! See, I'm laughing! Hahaha!" (note that this screenshot doesn't have the parallax background)

If you haven't noticed already, there's also lighting now! Wine glasses glow red, while totems glow their respective colours (white = the winds, orange = Helios, the sun god, blue = Achelous, the river god)

There's also a scrolling parallax background (using the "ParallaxBackground" node) that may as well have been made with paint. I've tried my best to give them at least a tiny bit of depth, but in the end I just made them very dark so it's harder to see the lack of detail.

Aside from these aesthetic changes, I've also made some more levels! These first few will be about meeting the four winds:

Boreas, the north wind and bringer of cold winter air, can freeze things (e.g. flowing wine). This freezing effect doesn't last very long though, so you need to be very quick and can't stand still for very long!

Zephyrus and Notus have an interesting duality. The former is the west wind, kind and gentle. Due to his connection with springtime and flowers, he can grow seeds to become big plants and can also move delicate flowers around. The latter is the self-proclaimed coolest embodiment of the wind. He brings hot summer air and has the power to decay plants. He really likes killing plants. These two get into a fight over whether to kill a big plant blocking the player's way.

Finally, there is Eurus, the east wind and the wind of storm. According to a Wikipedia article I read, he was revered as the "saviour of Sparta". No idea if that's accurate or not. Under-represented in Greek mythology with little to none of his own, Eurus is easily irritated. When the player complements him in the start of his level, he believes that the player is being deceptive and actually mocking him, and creates a storm to punish him.

I've also experimented with particles to show the wind and rain for the Eurus level, lmk what you think of it!

I've also added some dialogue on death, with different ones depending on how many times you've died (you get some tips on how to complete the level in the first 1-3, but after 5-10 the other characters basically give up on you. For instance, the last screenshot is Eurus laughing at you after death 10)

And finally, I've also FINALLY made my own player sprite. No longer am I bound to HeartBeast's from that tutorial (great tutorial btw, I learnt a lot from it!)

I am very proud of this duck, he is very cute and it's the first time I've made my own player sprite! His legs were the most difficult (they're very spindly, only one pixel wide) and I think they might need some work, the animations still look a bit off. The rest of the animation looks awesome though, and the legs still look fine in my opinion.

here's the duck running:

and jumping:

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I recently noticed video about the SpacetimeDB and how it is used for the backend of Bitcraft. I got interested in that and noticed that it has (unofficial) Godot support. Have anyone tried to use this (or SpacetimeDB in general)?

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Hi!

This might be an unusual post. Certainly is my first time doing one like this. I'll cut straight to the point.

I want clean and polished FOSS games for the F-Droid repository.

Looking for developers who want to contribute to open source but also want to claim this kind of bounty.

It isn't much at all, but I have a $500 budget. I'm a college student with no more free time to do this myself. This is a goal I still want to see reached though.

The game(s) don't have to be over complex. Just enough to hit that mobile game itch. Maybe I don't know exactly what I want, but something is just missing from these F-Droid games.

If you even have a great mobile game idea, but needed money for assets or motivation.

All I need is a decent Godot developer. Whether you just want to help out the community, a high school student trying to find a gig, or both. Looking for anyone who can put some time into this.

REQUIREMENTS

  • Godot Engine only
  • AGPL Licensing
  • Publish to FDroid under a group name
  • Are okay with limited in-game advertisements (1. on certain games 2. if I find a decent ad system)

PAYMENT OPTIONS

  • Monero
  • Wire Transfer
  • Wise International Transfer
  • Check in Mail
  • Zelle
  • Other?

Send an email if you're interested, but I do want to have comments left here just for future reference.

fosswork@waservices.dev

Some questions to all F-Droid users here:

  • What do you say on the current state of F-Droid games?
  • What separates slop from a good mobile gaming experience?
  • What games do you want to see on F-Droid?

My definition of a mobile game is quick and digestible. Something for an on-the-go and addicting experience.

Tell me your thoughts below. Am I overreaching? Am I underpaying? Should I just make this a game jam? I'm super sick right now so maybe my thoughts are clouded.

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Hi everybody. We can take a look at the next episode — the seventh one already — of our series about raymarching technology, which we use for modeling 3D scenes in 2D shaders. This time, we’ll focus on a simple algorithm that allows us to repeat the display of an object infinitely, without the need to write any complex code.

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real reasons why people DON'T use opensource:
- bugs in apps with no community on irc/discord/matrix/xmpp to ask about (yes, i talk about you @libreoffice )
- assholes in communities if such exist (yes i talk about archlinux and @godot )
- enshittification and slowly going back to not being opensource (yes i talk about @mozilla )
- and if all of the above combined it just creates resistance against opensource

small opensource can do nothing until big opensource does the step…

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Hi all, I'm making a game where you, the player, is tasked by Prometheus, the Titan who stole fire from the gods, to "steal fire" from the 12 Greek Olympian gods. First stage will be on Dionysus, the god of wine and ecstasy.

I've got the tutorial section mostly done now, and I think the pixel art I made looks great! I still need to eventually get on to making my own player sprite though...

What do you all think of this? Do you think anything needs to be added to make the world look better (e.g. more variety in the tileset maybe?) or have any ideas for some good puzzles I could add?

some more screenshots:

Player is interacting with a rock covered in vines with an orange core. Dialogue box reads: "By harnessing the power of Helios, the all-seeing Sun god, you can see things other mortals cannot"

Player is interacting with a rock covered in vines with an whitish grey core. Dialogue box reads: "By harnessing the power of Anemoi, the four winds, you can control air itself to eliminate obstacles in your adventure."

Player is interacting with a rock covered in vines with an blue core. Dialogue box reads: "This allows you to lower the sea level to create a path forward. Not parting the seas, that's Moses's thing."

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Background blur shader (godotshaders.com)
submitted 1 week ago* (last edited 1 week ago) by pirateKaiser@sh.itjust.works to c/godot@programming.dev
 
 

I translated a blur shader to Godot. I found that this type of background blur is missing from the free library so I decided to share.

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Ever wondered what happens when you mix:

Stickmen with anxiety,

A totally “safe” bunker,

A resource system that hates you,

And a card mechanic designed by someone who watched too much chaos theory?

Well, now you don’t have to — because I made A Survival Game: a simulation/strategy roguelike where you’re always one bad card away from total disaster.

👨‍💻 Why? Because I’m a developer with questionable priorities and too much love for watching virtual stickmen fail at life.

🃏 Features: A full card-based control system

Resource micromanagement that makes you question your decisions

Stickmen that level up, change appearance, and complain a lot

Permadeath, obviously

A Monster Wiki, because everything wants to kill you, and you need receipts

A “Mercy DLC” where you can literally pay $1 to go back in time (feels very on-brand for debugging, tbh)

😅 Dev things I learned the hard way: Implementing permadeath logic is easy. Explaining it to confused players? Not so much.

Saving in HTML5 is a feature I now worship.

Stickmen animations don’t need to be fancy if they scream internally.

💾 Tech stack? Godot, lots of JSON, and the occasional sacrifice to the RNG gods.

💥 Play it. Break it. Tell me it’s terrible. Or great. Or both.

Link: https://danielgamedev14.itch.io/a-survival-game (Warning: may cause stickman-related stress.)

#GodotEngine

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Games mentioned:

Seeds of Calamity

Take part in healing after the Great Calamity. Tend your farm, complete quests for the villagers, and explore dungeons filled with challenge and treasure in this cozy, solo-developed farming sim. Build a new life in a recovering world with your fluffy Spellbook Companion.

https://store.steampowered.com/app/1780070/Seeds_of_Calamity/

Screaming Head

Screaming Head is a psychedelic 2d platformer about a walking head that fights his enemies using the power of scream. It is darkly comedic, flips familiar gaming concepts on its head and features 90s-MTV-Liquid-Television-style animations and a punchy hip-hop-inspired soundtrack.

https://store.steampowered.com/app/3372460/Screaming_Head/

Burn With Me

Burn your deck and discover the depths of obsession.

https://store.steampowered.com/app/2954010/Burn_With_Me/

Super Adventure

Turn around to parry and block! Equipped with a shield on your back, jump your way through vivid levels, meet funny characters, and face challenging bosses. Fight using a quick-firing Alien Blaster or a melee-focused sword! Choose the path you want to go in this SUPER ADVENTURE!

https://store.steampowered.com/app/3578820/SUPER_ADVENTURE/

Blackhill Keep: Heir of the Night

Explore the cursed Blackhill Keep in this survival horror immersive sim. Solve environmental puzzles, fight or flee dangerous creatures, manage dwindling resources, and survive in this labyrinth of gothic horror.

https://store.steampowered.com/app/3598680/Blackhill_Keep_Heir_of_the_Night/

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Hi everyone! This time, we’ll take a short break from shaders and look at an equally interesting technology — particle systems in Godot 4. It's not the first time I’ve showcased something like this — for example, the fire and smoke we had here quite recently. In this tutorial, we’ll create a quite useful effect: a trail behind a moving 3D object, with the trail based on the same shape as the object itself.

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Ideally, modularity would be configured during asset creation. Like how Godot already allows Blender naming to do some stuff like this (even empties into joints/wheels) on import.

For basic use, I assume some of it could be done with an import script to split one scene into multiple variants based on the node tree (and names) with some simple logic/keywords. Likely makes even more sense with component-based code and using the same handling for editing code parameters.

For more advanced capability (particularly up to a character/vehicle editor) I assume it'd involve an add-on as well. At least it'd need a really solid editor script to handle offsets, symmetry/flipping (optionally, more inputs), scaling or other parameters. Something where you could easily create a new variation via a node or function call.

The ultimate form of this would be something that uses a flexible connector system, to the point you could probably assemble characters from 3D-printed parts if not a small scene.



I have explored multiple options. I know gridmap* could likely handle some of this (smaller grid for static objects, maybe other tricks for semi-static entities), I've been working on a custom shader with parameters to help with dynamic stuff (csg/textmesh color, color replacement for effects like emission or animation).

I assume things like Cyclops (level editor) or SDF modeling (and animations) could be used for an in-engine workflow. Though I am already having freezing/crashing (including some data loss) when editing things with shaders/lighting (4.4.1) so I have not tried those yet.

Also on a more basic level, I assume some rigging can be done just with node visibility and animations (+state?) though I haven't tried Blender animation yet.

* though from what I've seen, it seems like it's missing ways to properly configure bigger cell sizes easily. Sort of necessitating multiple grids (even in addition to walls vs decoration) or having cells that can overlap if you don't place them properly. I assume having multiple grids also does not calculate free grid spaces either (unless you mix grid and non-grid to use the new raycast placement).

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Games mentioned:

Nested

Nested is a cute grid-based puzzle game made around the concept of russian nesting dolls. Come twist your brain as you stack, push and interact with the various objects you'll find in each levels. Let's see if you can reach the right combination of nesting dolls to solve every one of them!

https://store.steampowered.com/app/3752780/Nested/

Tyto

Take flight and glide through a breathtaking world in this visually stunning platformer, where you play as a lost owlet searching for its family in a vast and perilous forest.

https://store.steampowered.com/app/3579340/Tyto/

Pathogenic

In Pathogenic, you are the disease. Experience a 2D roguelike twin-stick shooter as a lone parasite fighting a war against the immune system to infect your human host. Evolve from a simple cell into a complex engine of destruction and conquer the procedurally generated world of microscopic wonder.

https://store.steampowered.com/app/3808690/Pathogenic/

Spooky Express

Plan the train route for the world’s spookiest theme park! Transport monsters to their destinations — but don’t let them bite the passengers or you’ll have a grave problem.

https://store.steampowered.com/app/3352310/Spooky_Express/

Cell Sword

Your medical emergency is important to us. Our health professionals will be inside you shortly.

https://store.steampowered.com/app/3163320/Cell_Sword/

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GodotFest 25 is the official European conference in association with the @godotfoundation featuring keynotes, workshops and more hosted by prominent members of the @godotengine community.

Join us - Nov 11 & 12 2025 @ SmartVillage Bogenhausen, Munich

https://godotfest.com/

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