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Wormhole

!roguelikedev@programming.dev

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founded 2 years ago
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Hey everyone! It looks like our collection of shader-generated tunnels has grown once again. This time, as you can see, it’s an interesting effect created purely with points, which we can further adjust as needed. So let’s get to programming it.

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I have been working on this as a side project for a number of years. It is still very basic and rough, but slightly more than a tech demo. I spent the majority of the summer creating 9 tracks, trying to showcase and put to use some of the environment tools I've created for myself over the years. If you are into racing games you might enjoy a few laps. I'd love any feedback.

http://shuvit.org/downloads/Moto_Tykes_v0.1.zip

https://youtu.be/iOtsJNeaPQA

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uh, (pawb.social)
submitted 1 week ago* (last edited 19 hours ago) by forestbeasts@pawb.social to c/godot@programming.dev
 
 

Physbones go brrrrboingboingboingboingBOINGBOING right off the edge and into the void, apparently.

-- Frost

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My friend released a cozy card game as their studio's first game. Highly recommend to anyone who likes card game like Slay the Spire. This game was made with Godot!

Become the coolest kid of the playground in this playful roguelike deckbuilder. Craft every card yourself with adorable stickers and wow your rivals in tug-of-war card battles full of wonder!

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Hi everyone! I’d say it’s time for another simple shader. I don’t think we’ve created an infinite zoom here yet, especially if it’s a cool-looking effect that we might be able to use in a game - and if not, it’s still fun to watch. So let’s get to it.

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cross-posted from: https://lemmy.ca/post/52796999

After much hard work I am finally ready to show the world my demo! I hope you enjoy it! Follow me on Bluesky for more updates, and chances to win free copies of the full game on release!

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cross-posted from: https://lemmy.ca/post/52744993

Also check out my profile for the first very short game play video, found in the redgifs link. 18+ only!

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Lovely to see the pace is getting back up after a long time in feature freeze for 4.5, there are a few PRs I really want to be merged.

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Hello, everybody! As you may know, I recently released a new book about game development in the Godot Engine, and one of the topics I cover in that book is connecting a game to the Steam API. If you’re planning to release your game on Steam, this functionality will be very useful, as it allows you, for example, to save game progress to Steam Cloud or enable various achievements. So, let’s take a look at how we can achieve this in Godot 4.

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Hi, folks! ✌️ How are you? 👋

I'm working on the game that uses WebSocketPeer for multiplaying.

And when I runs the game, WebSocketPeer works as well. Also when I exports the game for Desktop platforms, then launches this, WebSocketPeer works also.

The problems happens when I exports the game for WebGL:

  1. I export the game for WebGL, compress this to a zip archive, then send this archive to the VPS server.

  2. Connect to this VPS server and unzip archive.

From a browser the game works very well, except connection through WebSocketPeer.

For running this game on a browser, I'm using NGINX as a HTTP server.

This game connect to the game server (that developed separately), that also located on the same machine, and also uses WebSocketPeer.

I have try to point the IP address of the VPS server in the configs of the game, and it doesn't works. Also doesn't works to point "127.0.0.1" in the configs of this game.

Folks, where's the problem may be? And what do I do wrong now? 😟

Thanks in advance.

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Hi all, I'm making a map game set in the cold war and am wondering how to create labels for countries similar to the ones in HOI4:

My question is, how do I:

a) Find the largest possible text size/width of text that fits in a territory's area2D, taking into account the length of the name (e.g. "Canada" vs "German Democratic Republic")

b) Create a label that spans this width with the correct position, angle, margins/padding, etc.

c) Change the size of the label dynamically when countries gain or lose territory

Also note that, since some countries have empires (see UK, France...) or faraway territories (see U.S. with Alaska), and some are island nations (see Indonesia) there can also be multiple collision shapes rather than only one. Maybe a label could be created for each collision shape as long as it's not a tenny tiny island?

Also, a bit off-topic, but I got a pause screen working! Hooray!

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Hi everyone! Three days ago, on Friday, September 19, 2025, I released a new game and at the same time published a book about its creation. And as I promised in the previous video, today’s one will be somewhat related to those events, because I’ll show how I created the system for displaying and using a talent tree in that game. So let’s dive into the UI design and programming.

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I'm making a game where there are many Area2Ds of different countries, but I want to know the size of each country to calculate their surrender limit (bigger countries take longer to surrender, for example).

I don't want to find the area of just one collision2D as some countries have multiple (see island nations, overseas colonies...), but looping that with the children could work if finding area using AREA2ds isn't a thing.

I don't want to simply use the outermost points of a collisionshape2D and draw a big rectangle, as it would make some countries way bigger than they really are (see especially the British and French empires)

Is it possible to find the area of an Area2D? If not, is it possible to calculate the area of CollisionShape2Ds (then I could just loop through the children).

p.s. Country size will not be the only factor for surrender limit, things like equipment stockpiles and something similar to war support in HOI4 might also affect it...

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It's been a really long time since I've made a tutorial video. I would appreciate some constructive criticism. Also, sorry about the audio. I recorded it outside and didn't notice the wind noise.

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My new book is out! 618 pages of tutorials, code, images, and insights about game development in Godot 4. During the first week, the discount code 20INTRO is active. https://filiprachunek.gumroad.com/l/advanced-game-development

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Hey everyone! I’ve just finished writing my new book about game development in Godot, which means the time I had for coming up with new shaders was once again equal to zero. But I do have something after all. It’s simple, it’s fast, and it could even be useful. Let’s take a look at how we can create yet another blur effect.

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cross-posted from: https://sopuli.xyz/post/33658201

I am making a game similar to something like HOI4 with the differentiating factor being that it is situated during the Cold War, with power dynamics of both the Americans and Soviets vying for dominance while the non-aligned movement tries to balance on the fence between the two superpowers.

Unlike HOI4, there will be turn-based battles (kind of like in Pokémon, but without the catching part) rather than manoeuvring troops around a front. This means that my game will be decently different from all the Cold War hoi4 mods, have okayish controller support, and will also be much easier to program.

Currently, I'm planning to add three different navigable tabs: a political tab (where you can complete focuses relating to your politics, get advisors, see all your subjects, etc.), an industry tab (production/factories, trade, economic advisors, etc.), and a military tab (researching weapons, head of the army, etc.). There will also be a clock (similar to something like HOI4).

I'm thinking the political tab should mainly just be the focuses (see focus trees in HOI4) and advisors that give you modifiers like stability buffs and ideology support.

My questions are, what should I add to this game? What modifiers/stats should I add (something akin to stability, war support, etc.)? How should focuses work? What colour should all the territories be? What about the releasables (see African colonies, post-Soviet states, etc.)? How should modifiers like stability and war support and things like how much equipment you have in stock affect the turn-based battles?

Note that this game isn't meant to be realistic whatsoever, and I've already planned out a few focus paths (many of which are very out there...) for some of the major countries (subject to change, of course):

  • West and East Germany: Race to unify the country under their leadership
    • unified Germany (western bloc): democracy vs Kaiser vs cars over politics (German car company coup)
    • unified Germany (eastern bloc): align with the Soviets vs independent foreign policy vs NEW POLAND (due to proximity with old Poland. As you can see, not being very realistic. Like at all.)
  • UK: Holding on to the empire vs independence
  • United States: Democracy vs military dictatorship vs capitalism over politics (a company takes over the government in a coup)
  • Soviet Union: Towards de-Stalinization vs supporting Stalin's ideas, possible anarchist path?
  • Yugoslavia: formation of the non-aligned movement, communism vs democracy vs monarchism vs sports over politics (coup by sports team or something? Not sure)

What other paths should I add? What should I change about these paths? What kind of modifiers/boost/war goals/etc should the focuses give you?

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This RC2 fixes the last of the critical regressions that we are aware of. Unless someone reports a new regression coming from the changes made in RC1 or RC2, we should be on track to release 4.5 stable soon.

Fiiiinally. Hopefully everything is patched up because 4.5 has been in feature freeze for a while now.

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Hi everyone! Let’s create another shader in Godot Engine. I was thinking about how we could combine the organized chaos represented by fractal Brownian motion with image post-processing. The result is what you now see in the video, and we could use it in game development to simulate, for example, entering an area that negatively affects the hero’s perception of reality.

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