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Wormhole

!roguelikedev@programming.dev

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founded 2 years ago
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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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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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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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Background blur shader (godotshaders.com)
submitted 5 days ago* (last edited 5 days 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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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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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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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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More Infos at GameFromScratch: https://gamefromscratch.com/godot-asset-store-launched/

The Roadmap can be found here: https://store-beta.godotengine.org/roadmap

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Hi everybody! Do you remember the tilted square grid shader we created here some time ago? If you liked it and would like to try something similar but more irregular, you might be interested in this tutorial, where we’ll create an effect similar to a stone mosaic — which can be a very interesting feature in many games.

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submitted 2 weeks ago* (last edited 2 weeks ago) by popcar2@programming.dev to c/godot@programming.dev
 
 

Lots of fantastic changes coming in 4.5, some of which are a long time coming.

My personal highlights:

  • Proper SVG support and text scaling
  • Tilemap chunking which boosts performance and stops glitching in-between tile seams
  • Variadic arguments in functions
  • In-editor translation previews
  • Windows exports no longer need rcedit to change the icon/metadata!
  • Build profile now properly detects everything in your game, giving you a file to exclude all the nodes and features not used to easily reduce binary size
  • Emission shape gizmos on 2D particles (finally)
  • Screenreader support
  • Recursive focus modes and mouse passthrough for Control nodes
  • Borderless fullscreen mode on Windows finally doesn't have a 1px outline
  • Deep duplicates of resources finally work, previously anything in collections like arrays wouldn't get duped and you had to go through them manually
  • Lots of optimizations for the web
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I'm digging the design. I miss that type of style of RTS.

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Hi everybody. This is the sixth part of our tutorial dedicated to rendering 3D scenes using shaders and raymarching technology. This time, I’d like to try improving the materials by adding textures, which we’ll pass into the shader using new uniform parameters, and briefly explain how so-called triplanar mapping works.

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I found these two super simple tutorials to get started with a 3d character and its animation tree.

https://www.youtube.com/watch?v=TFj67HbsyIg

https://www.youtube.com/watch?v=Si1Pz_7GIbM

Is there a way to have the script automatically written by the animationtre ?

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Robot Anomaly is participating in Steam Next Fest!!

@godot

Share, wishlist or install the demo to support my indie dev journey! :keanu_thanks:

https://store.steampowered.com/app/3619430/Robot/_Anomaly/_Demo/

#Steam #SteamNextFest #NextFest #IndieDev #IndieGame #GameDev #Godot #LinuxGaming

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