r/godot • u/Aggressive-Area-8828 • 8h ago
fun & memes Hi! I drew a fanart, Hope you like it!
I`m pretty much new to Reddit and this sub, hope I didn`t violated anything haha
r/godot • u/godot-bot • 6d ago
We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.
r/godot • u/godot-bot • 1d ago
The cost of convenience? Nothing!
r/godot • u/Aggressive-Area-8828 • 8h ago
I`m pretty much new to Reddit and this sub, hope I didn`t violated anything haha
r/godot • u/burd_commander • 2h ago
I had a professional artist make my key art and I love it !!!!
r/godot • u/Smitty_Games_ • 6h ago
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The Navigation Mesh/Region in Godot is great. However, if you only use one giant nav mesh, then its very costly. I found a solution to this issue by stitching together a bunch of tiny nav meshes that together cover the entire map. Performance is 20x better!!! Have you had any good/bad experiences with Godot's built in Nav?
Still 1 week left of the map editor playtest!
Wishlist Steel Command: https://store.steampowered.com/app/4390280/Steel_Command/
r/godot • u/m4xx-chud • 42m ago
im making a hollow knight clone in gd but the sprite sheet is stumping me id like to keep everything in one sprite sheet but if i aligned them all there would be massive space left on the smaller sprites so can godot handle uneven spritesheets? if so how?
r/godot • u/CloudyPapon • 1h ago
i tried to check in editor settings but i couldn't find anything
edit: im talking about sizing in the editor, not with the code
r/godot • u/chaomoonx • 3h ago
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My free-to-play indie 2D platformer MMORPG Soul's Remnant (which was made in Godot 4.7) finally launches August 13th on Steam (Early Access)!
https://store.steampowered.com/app/3451980/Souls_Remnant
It took so much work... 10 years of development between me and my partner, but here we are!
If you have any questions about the development of the game and/or how its made, I'm down to answer in the replies!
Best of luck to others on their games! Don't make an MMO unless you like to work really really hard haha!
r/godot • u/Original_Jump_3955 • 20h ago
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ignore my "oh my god bro" at the end
r/godot • u/mobeenew • 10h ago
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This is what I learned Godot in about 4 months. What do you guys think?
Happily to hear any new features you guys want me to put in.
Thanks for playing!!!
iOS link: https://apps.apple.com/us/app/heli-fun/id6780341578
r/godot • u/ariorick • 9h ago
Here's a quick guide on how to make your life easier later by making it a bit harder now.
I have been making small games in Godot for several years now, and usually I only had "utils" folder, that I moved between all of my projects. All the rest of my code was so intertwined, that it was practically impossible to move out.
Project architecture:
I'm actually a decent programmer and a sucker for good architecture on my day job, but in Godot I was always making messy interdependent code, that was really hard to separate into a reusable systems. Recently, I've read an article about godot architecture and decided that it needs to change
The article: https://www.gdquest.com/library/modular_game_architecture/
TLDR: split the game into folders
addons (knows nothing)
systems (only knows addons)
content and ui
When you make games with this architecture you create addons (libs) that can easely be moved between projects, and since systems are independent from content, it's easy to move some of them out for your next game (the article uses local addons inseparably from godot addons, but I decided to use "libs" for mine).
With that in mind, I've also made a small manager for micro libraries to reuse code between my own projects.
Managing libraries:
I've researched the options and I stopped on having a system for my libraries like this:
Here's the main folder where are keep it on my pc, but every lib and lib-updater is tracked in it's own git. (In the game you'll have only lib-updater and libs).
GodotLibs
lib-updater (a tool that you'll copy into your game
to download and update other libs)
libs
navigation
fps-controller
sound-manager
simple-dialogs
test-project (to test libraries and develop them
independently from the game, if you'd like)
Each lib has it's own repo. When you create a new project, you move lib-updater there first, then you call a script that automatically downloads all the libs that you need from git into "libs" in your game project using git subtree.
Why not git submodules: I didn't want to use submodules, cause it's always causing issues when checking out branches or something, you'll always have to make git submodule update and commit submodules separately, if you've made any changes.
The game obviously has your it's git too, and I want all the code to be in the game's repo, so with git subtree (in a script from lib-updater) I load the libraries I need. It just gets put into your-game/libs/your-library without any ties to the git of the library.
Kinda like this:
git fetch --quiet [email protected]:Ariorick/godot-lib-utils.git main
git rev-parse FETCH_HEAD
git subtree add --prefix=libs/utils --squash [email protected]:Ariorick/godot-lib-utils.git main
Then you worked on your game and added new features to the library. You call something like this (it's also written once in a script)
git fetch --quiet [email protected]:Ariorick/godot-lib-utils.git main
local_split="$(git subtree split --prefix=libs/utils)"
git push [email protected]:Ariorick/godot-lib-utils.git "$local_split:refs/heads/main"
it puts a new version of the library on git, and it doesn't mess up any of your other games that are using the same library at all!
---
Use AI for tool creation! (Sorry haha). This is just to tell you that it's not cheating and it's quite easy. AI can also easely move your own code from your older project to your little independent library that you can reuse later!
If you have critique or better ideas, please share you workflow in the comments
I hope you found it useful, good luck with you games!
r/godot • u/CmdrCallandra • 11h ago
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This is my first Prototype exploring Erin Catto's Box3D capabilities in Godot. Vibecoded most of it to get the headstart and see how things work out. Demo running unaccelerated on an onboard IntelUHD, so I expect much better performance on GPU enabled systems. Physics can be so damn fun !
r/godot • u/1134Studios • 5h ago
r/godot • u/midwaregames • 8h ago
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I started making this game in December at the back of my class during a very boring uni lecture. My little prototype was actually pretty fun so I got my friend on board and together we made Pickochet in a total of 8 months. It was a lot of work and we've learned a lot of things but seeing the response to the game so far has been so worth it!
It's crazy to think that my little distraction project would be released as an actual real game that people can play!
You can check out the game here
https://store.steampowered.com/app/4275920/Pickochet/
Thank you for reading!
r/godot • u/Top-Passage2458 • 6h ago
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Steam page: https://store.steampowered.com/app/4967130/Wild_Boar_Digging/
Playable demo (on itch, steam follows soon): https://indiejoh.itch.io/wild-boar-digging
If you are interested in beta testing, just let me know!
r/godot • u/Own-Feature-6705 • 1h ago
Hey everyone!
I’m an indie developer working in Godot, and I've reached a big milestone: my main project is finally ready for Steam! However, as a solo dev starting out on a tight budget, covering the $100 Steam Direct submission fee is a bit of a wall.
Instead of setting up a donation page or asking for hand-outs, I want to earn that fee by actually making something cool for the community. I’ve set myself a challenge: build a small, highly polished mini-game in Godot over the next few days, put it on Itch.io for $1 (with a "pay-what-you-want" option), and use the earnings to cover the Steam fee!
I want to build an idea directly suggested by you guys.
### What I'm looking for:
- **Scope:** Completely doable in Godot within 3-5 days.
- **Playtime:** Short experience (15-30 minutes), but super fun or replayable.
- **Style:** Focused on ONE strong core mechanic. It can be a fast 2D action game (think Superhot/Hotline Miami), a creepy retro/PSX simulator, or a chaotic mini-game.
- **Reward:** If your idea is chosen and built, I’ll credit your Reddit name in the game and send you a free key!
Drop your best micro-concepts, fun mechanics, or weird ideas in the comments. I'll be checking this thread and picking the most upvoted feasible concept to start coding right away.
Thanks for the support and happy game dev!
r/godot • u/almostsweet • 57m ago
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I'm trying to figure out if this is even desired or if I'm wasting my time. Godot 4.6.1 statistical real-time hair strands, with combing. No more haircard bullshit, no more crappy hair shaders. Real hair. Keep in mind if I can comb it, you can make it wave in the wind, react to laying down on a bed, react to a hat being donned, and so on. You could make a hair stylist / barber game, etc.
Fair warning tho it's vibe nonsense that I worked with fable on. That's why I'm thinking of not bothering to release it, I don't think the community wants/needs it honestly. It's cool tech, but technically slop. Personally, I think it's the best hair system for godot, but I'm a bit too close to the project to be unbiased.
Edit: Look at it this way tho, at least you guy's know it's possible in godot now.
r/godot • u/mamosdigital- • 5h ago
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r/godot • u/SqueezyPixels • 2h ago
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Playing around with hair shaders in Godot and was wondering which one you like the most. Maybe you can even guess which algorithms were used.
One shader is a simple implementation I wrote myself just assigning Godot's built-in shading features from my texture maps. The other two are based on well-known hair shading algorithms that I found on GitHub and adapted to work with my texture maps.
All three use the same two textures:
Base color is the same, but I tried to adjust specularity parameters individually to make them look closer. However, since the underlying shading models are quite different, the final results still vary quite a bit, making a direct comparison a little difficult.
r/godot • u/JoaoSiilva • 4h ago
Hi, I'm starting my first-ever Godot Project. I'm planning to do a simple Pomodoro application with a simple task/goal list. Nothing groundbreaking, but I suppose it's a good starting point.
I've followed Godot Documentation's "Your First 2D/3D game" tutorials, and today I'm starting to create something from scratch. I spent the entire day just figuring out how to use the Control nodes and managed to build these three scenes so far. No code/logic yet, but I will work on that as soon as I'm done setting up my "building blocks".
Is there anything that I should know about Godot or suggestions/ressources that I could use to build this Pomodoro/Task Tracker app or UI in general?
Do my Scene Trees look reasonably ok? Am I supposed to rename EVERY node with something a bit more descriptive? Or only the important nodes? Thanks! :)
r/godot • u/jamesshedden • 1d ago
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Hey all, I've been looking forward to sharing something here when I had something ready — I've been working on a prototype in Godot to bring my art style to life and really happy with the results so far. I have a Steam page you can get to via https://james.sh/game for wishlisting and looking forward to sharing more WIPs in here in future!
r/godot • u/General_Hatestorm • 3h ago
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r/godot • u/Stranded_Skeleton • 49m ago
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Hi everyone, I made my first online multiplayer game in Godot, it was quite an experience and I learned a lot. I think there are still many things to improve, but I hope you enjoy it!
r/godot • u/Sonicmining • 1d ago
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Follow-up to my post the other week. Since then I've been pushing on how far the extension scales and added a few demos which were present in the Erin Cattos demos.
This is the Huge Pyramid sample: 16,291 rigid bodies simulating in real time at 180 FPS. The first clip is a bomb going off in the middle of it. Numbers are from my machine on this one scene, so treat them as a rough ceiling rather than a benchmark.
The extension gives you nodes, world, rigid bodies, joints, a character controller, sensors, queries and debug draw, plus a demo browser with 32 samples to mess with.
Still early and experimental, but everything in the demo works today.
MIT licensed.
Repo: https://github.com/Stink-O/box3d-godot
A comparison video against Jolt and Godot Physics is next. If there's a specific scene or stress test you want to see all three run, say so and I'll add it to the set.
r/godot • u/SeniorMatthew • 10h ago
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I'm making this couch coop platformer game inspired by the Pico Park and Playdate's color palette. (the game's called Bit It on Steam, if you are interested)
At 3 am on some random day I decided to try adding CRT filter for my game and I think it looks kinda sick, yet I can't decide which one should be enabled by default. Wanna hear some opinions! Thanks!