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Wormhole

!roguelikedev@programming.dev

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founded 2 years ago
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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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Hey all. I'm looking for your favourite games that were made in Godot that are available to play on Steam or itch.io (or other??)

I'm already familiar with such bangers as Dome Keeper and Sapo 3D. What else do you suggest? I'm open to your own games/self promo, or any others you are aware of.

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4.5 release is imminent!

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Hi everyone! This time I’d like to show how a 2D shader can be used in a 3D scene, which can have plenty of applications in 3D games.

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submitted 2 weeks ago* (last edited 2 weeks ago) by Kelly@lemmy.world to c/godot@programming.dev
 
 
  • Compositor Effects And You: Unlocking Godot's Potential For Advanced Graphics Techniques - Acerola
  • Events Are The Way To Go(dot) - Eric Peterson
  • Building cross-platform non-game applications with Godot - HP van Braam - GodotCon2025
  • Making Stylized 3D Games In Godot - Shane Denhardt & Kiril Pashev
  • Improving Your UI in Godot - Rawb Herb
  • Introducing 3D Tiles For Godot -Leonidas Neftalí
  • Narrative Design for Solo Devs - Nicholas O'Brien
  • HolyOS - making a fake operating system in Godot - Davide Di Staso
  • I Make Games On My Phone (And They Actually Work) - Chad Stewart
  • State of Godot and the Web - Adam Scott
  • The Youtube Crash Course for Game Devs - @stayathomedev
  • Adding new Script Languages to Godot - Jeff Ward
  • LibGodot - Embed Godot Engine Everywhere - Gergely Kis
  • Xogot - Miguel de Icaza
  • Enjoyable Game Architecture with Godot & C# - Mark Wilson
  • Unit Testing Games - TDD/Godot/GUT - Butch Wesley
  • Keeper to Keepers: Adding Multiplayer to Dome Keeper - Chris Ridenour
  • Introducing Aspire - Local dev for your full stack made easy - Maddy Montaquila
  • Building a Godot Plugin with GDExtension - Scott Doxey
  • I Work For Godot, AMA - Emilio Coppola, David Snopek, Adam Scott
  • Multiplayer Basics in Godot - Travis Hunter
  • Markov Chain with a Shotgun: Open Language Models in Godot - Simon
  • Embedding Godot: spicing up your app with SwiftGodotKit and more - Miguel de Icaza
  • Lessons from 25+ Game Jams with Godot - Marek Belski
  • From Local Networking to Scalable Solutions - JamesClancey
  • Custom Resources for global state management - Sam Szuflita
  • Time Management in Game Development - Matthew Ponder
  • Going Mobile with Godot - Joseph Hill
  • Log.gd, a Godot pretty-printer - Russell Matney
  • Synths and Sound Design in Godot with Csound - Werner Mendizabal
  • Preparing Anime-Style 3D Characters for Godot Using Blender - Jesse (CoderNunk)
  • Cross-Disciplinary Collaboration in Godot -Casey Dahlgren, Sarah Nuse
  • Using Godot for mixed-reality livestreaming - badcop
  • Profiling Godot Engine Games on Android with Arm Performance Studio - Ian Bolton
  • Making Operation Outbreak - Andrés Colubri & Harmony Honey Monroe
  • The Player to Contributor Pathway - Heather Drolet, Justin Borque
  • What's new in XR & Android - David, Fredia, Logan
  • Bringing the Arcade to the Museum with Godot - Annalivia, Tyler
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After a bit of searching, I found that the best way to create an Area2d using a map was the built in function to create CollisionPolygon2Ds hidden in the "Sprite2D" tab. Took a bit of looking around to find that. After doing that, I grouped relevant territories together into Area2Ds (e.g. Australia + Tasmania, most of the Indonesia islands).

The only issue I have with it now is that it combines a bunch of the countries, particularly America (the continent) and Afro-Eurasia. It was pretty bang on for most of the islands though, see Australia, Japan, Madagascar, and New Zealand. Greenland got a bit of Canada so I'll need to fix that.

I've also made a small script that draws a Polygon2D with the correct map colour for . The default is red, so you can see that I have currently set America blue, Afro-Eurasia purple, the British Isles pink, Australia and New Zealand green (the latter being slightly bluer), and Japan yellow. These colours are just for testing and I think it looks pretty good.

I will probably find individual maps for each country and create collision shapes using those for the countries in Afro-Eurasia and America (i.e. almost all of them...). One thing of note, I have split the collision shape of Papua into West and East by duplicating it and manually deleting the points on either side, then putting each half into separate Area2Ds. This is obviously not feasible for Afro-Eurasia and America, but I might do that for Ireland to split the north and south.

One annoying thing is that I can't seem to select multiple points and delete them all at once in Godot. Anyone know what button to press to do that? Is there some sort of toggle? Another really annoying thing was adding the "territory(dot)gd" script to each and every Area2D, you can select multiple objects and remove their scripts, but not attach (you have to attach one by one...).

here's what my project looks like:

edit: replaced .gd with (dot)gd...just in case

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Now the realms of each Anemoi use different unique tilesets which I think turned out really well! For Boreas, the north winter wind, it is cold and snowy (snow particles tbd) with warm lamps and glowing ice blocks. For Zephyrus and Notus, it is warm and grassy with colourful flowers and bushes that emanate light. The first level is the realm of Prometheus and has a nice red carpet and has a collection of books, chairs, and desks. Classroom-like as it is the tutorial level.

There are still a few things to do: I need to make the tileset for the Eurus level as well as more decorations for the tutorial level (esp. lights as it currently appears out of thin air)

I also need to make more levels using the Dionysus tileset, currently I only have one that is half-done.

here are some screenshots:

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Hey, everybody! We've completed 10 episodes of the series on modeling 3D scenes using raymarching technology, so it's probably time to try something a bit simpler again. The shader you're looking at right now looks quite nice and usable, and it's not too complicated to program. Let's dive in.

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cross-posted from: https://lemmy.blahaj.zone/post/30613855

Feedback for my first (mini-) game?

I finished this first game of mine about three months ago. Back then i was too anxious to post it. I would love some feedback on it generally. i am aware of some bugs, and generally know how to do it better nowadays, but i didn't want to touch the code anymore. I'd describe myself as Gamedesigner first, coder second, and artist last. so i would be especially interested in how the game feels to you.

Thanks to everyone who took time out of their day for this :3

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🌻 Highlights

  • PhantomVar<T> for properties without a backing field
  • Base::to_init_gd() to access pointer during initialization
  • Gd::try_dynify() for runtime trait downcast
  • Further improvements to match_class! dispatch

📚 Further reading

Full Changelog.

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I'm trying to make a game situated during the Cold War in a style a bit like HOI4, but instead of fighting with divisions and doing stuff like encirclements, it's turn by turn like Pokemon, and there would be more of a focus on unrealistic scenarios over historical.

Is it possible to create a collisionshape2d using an image of a map of countries or provinces? Making all the polygons sounds painful.

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Hi everybody. I think there's one more topic I haven't touched on yet, which also belongs in our series on raymarching technology. It's about creating arbitrary shapes using planes with various positions and rotations. So let's take a look at how we can compute the rendering of the so-called Platonic solids.

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Hi everybody. It's still summer 2025, and to take a short break from further improvements to our raymarching shader, this time we'll create something really simple. We'll use the Voronoi algorithm, which we know from several previous tutorials, but we'll map it onto a sphere, so we’ll end up with something like a slightly strange planet or a dead star.

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submitted 1 month ago* (last edited 1 month ago) by Eibriel@sopuli.xyz to c/godot@programming.dev
 
 

Most probably not a great idea, thanks to Godot I was able to go from idea to Steam page with trailer in 5 days.

I needed to do that very quickly for reasons, and Godot is amazing, to just throw something together, iterating really fast, and exporting in video format.

The integration with Blender is chef kiss

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Hello, as the title says, I am very new to Godot. I just finished following the 2D Game Tutorial, and I have a question on this part: https://github.com/godotengine/godot-demo-projects/blob/bf4d1038d623c355f3b49e613a2c9b686eebb312/2d/dodge_the_creeps/main.gd#L44

Basically, I had the idea to play around and try to give the mob a curved path, so I tried mob. in Godot's script editor looking for the completion engine to find me things similar to .linear_velocity only to find nothing, and also that linear_velocity didn't even show up as an autocomplete suggestion. No errors or warnings, and the code runs fine.

Question 1: Why does linear_velocity not get suggested? How can I change that, so I can have the editor help me learn the language and APIs?


Question 2: Unrelated to the above. I like Vim motions. Any suggestions on either:

  • Installing a Godot plugin to get Vim bindings?
  • Setting up Godot to use Neovim as my external editor?
  • Just using Neovim externally to edit my GD scripts?

Just looking for thoughts on what people use and like.

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I hope they got all the regressions now, this has been the longest beta period of any version yet. I really want 4.5 to release so I can upgrade my project already!

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