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A game jam for the fediverse community from July 14th to July 23rd! Anyone is welcome to join and all of the main communication about the jam will be taking place within the fediverse

Open sourcing games you make for it is recommended so people in the community can learn from what you did. Youll also be able to show off your game around the fediverse communities while the jams running and after it ends

More information can be found in the linked jam page as well as the button to hit to sign up

Hope you enjoy! :)

Team finder thread

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submitted 2 years ago by simple@lemmy.world to c/godot@programming.dev

Godot 4.1 Beta 2 has released, with the full 4.1 release coming early July.

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*(unless the subfolder explicitly has another color set)

Useful for finding certain folders quicker

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Putting a backslash after a part of the statement basically means ignore any newlines between this and the next characters so you can indent it however you want

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Hi everyone! Let's add a simple effect simulating a TV signal disturbance to our collection. It actually resembles typical artifacts when playing recordings from a low-quality VHS tape, but it's up to each programmer to find a suitable use for it. And because it's a very simple algorithm with just a few lines of code, this video will be relatively short as well. So let's create it.

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I am experimenting with creating a pixel-art mobile game in Godot. I am having trouble with the viewport size regarding the pixel art assets. I've learned that I should set the scaling mode to integer, which adds black bars to the screen. My plan to get rid of the black bars is as follows:

  1. Find a way to resize the main viewport dynamically in runtime
  2. Calculate, based on the device's size, what size the viewport should be
  3. Apply that calculation when appropriate

Before I even try to get a calculation like that going, I want to make sure I can change the viewport's size in the code, which I couldn't figure out myself. I have tried the following:

  • Changing the project settings in a _ready function: Does nothing
  • Changing the project settings in a _process function: Does nothing
  • Setting get_viewport().size in a _ready function: Does nothing
  • Setting get_viewport().size in a _process function: Changes the size of the viewport, but without expanding it
  • Setting get_window().size in a _ready function: Does nothing

What else can I try?

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This lets you type parts that are differentiated from the other variables quicker while still having enough to smart pick it

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Godot 2024 Showreel (farside.link)
submitted 1 week ago by testman@lemmy.ml to c/godot@programming.dev
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Hey everyone! The end of 2024 is slowly approaching, so I thought it would be good to add at least one more post-processing effect before diving into something more complex next year. This time, it’s again about layering, with each layer shifted differently using a noise texture and rotation. With a bit of imagination, the result can resemble a painting where the colors have blurred and blended together slightly. Let’s take a look at how this algorithm works.

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If you do this remember to free the old one (or have some way of accessing it) since the engine won't do it for you

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Fly, dodge, and barrel roll your way to the win! Challenge yourself to beat the high score. Now with tons of maps to choose from and lots of replayability! Do you have what it takes to master the glide?

Playable the browser on PC. All feedback is welcome.

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This is useful to see where specific prints are happening

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submitted 1 week ago* (last edited 1 week ago) by recursive_recursion@lemmy.ca to c/godot@programming.dev
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Godot - Priorities page (godotengine.org)

The team made a new page to see what they're prioritizing at the moment. Neat!

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Alternatives to doing this would be to right click and then hit the close button or to use the hotkey for it (defaults to ctrl + w)

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Missed some days due to exams but more daily posts should be happening now

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Context: The default 3D physics engine of Godot is really bad, so one of (if not the) most popular extensions for Godot was Jolt Physics, replacing the old physics engine with Jolt (which is what Horizon Forbidden West uses).

Jolt not only has way better accuracy and less bugs, it also performs better. There is no reason to use the official one compared to this.

What this means:

  • Jolt is coming to Godot 4.4, it's currently not a default since it's experimental (you can switch it on in the project settings), but once it becomes stable it will be the default physics engine.

  • The Godot Jolt extension will be in maintenance mode since it's now built into the engine itself.

  • The old physics engine will still exist for now (probably for backwards compatibility's sake).

The wait for 4.4 continues.

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Hey everyone! Let’s create a simple shader that will shake our screen or an element on the screen as if an earthquake has occurred. This could be quite useful in various platformers, right? And, in fact, it’s very easy to implement. Let’s get coding.

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I'm having trouble figuring out how to tell when a tool script is rebuilt in Godot mono 4.4. When the build project button is pressed the ONLY notification that the node receives is NotificationWMFocusOut and NotificationWMFocusIn so _EnterTree/_ExitTree and _Ready are useless and never called.

My node has several RIDs that are sent to the RenderingServer and PhysicsServer3D but when the project is rebuilt there seems to be NO indication that it is being rebuilt so the node loses reference to all the RIDs (preventing me from freeing them) so they are still visible as ghost objects in the editor that don't go away until I reload project.

Has anyone figured out how to do this properly? I'm totally at a loss...

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submitted 2 weeks ago by Jozzo@lemmy.world to c/godot@programming.dev
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This is usable in any script. It checks to see if the two values differ by a very small value

Alt text: Code that says print(is_equal_approx(1, 0.99999999999)) and then the console log which has printed out true.

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This will be available to click on if you have a web export template

Alt text: Clicking on the Remote Debug button in the top right of the Godot Editor and a menu popping up that says Run in Browser on a button, and then Start HTTP Server on a button

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