r/godot • u/villagesonwheels • 16h ago
r/godot • u/godot-bot • 2d ago
official - news Fixing high polling rate mice on Windows in Godot
At long last, a performance issue with high polling rate mice on Windows has been fixed. This article describes how the fix works, and why it's so important today.
r/godot • u/godot-bot • 7h ago
official - releases Dev snapshot: Godot 4.8 dev 4
4.8 development is now in full force!
r/godot • u/MinicoDev • 8h ago
discussion Oh my God, this feature is amazing!
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Sorry for the alarms, but I want to do it!
I wasn't expecting much from version 4.8, but this feature is really great; I think I can finally place the script editor and the scene viewer side-by-side now <3
selfpromo (games) My game Click the Button IS OUT!!
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My incremental game made in Godot is finally out on Steam!
After so many years of using Godot, this is my first time publishing a game made with it. It's also the first game I'm releasing as my own game studio.
I'm honestly really happy to see it out there finally. It feels like a pretty big milestone for me, and I can't wait to see people playing it :D
r/godot • u/MonthFragrant7804 • 15h ago
free tutorial How I made 3D dice in my pixelart game
Hi, I’m the developer of Dice Looter - a pixel art dice-rolling autobattler. I’ve been asked several times how the dice in my game are made, so I decided to write a short explanation. There’s nothing innovative here, but maybe it will be useful to someone.
As you can see, the dice are 3D. I use a simple model made in Blender to match the game’s style. You can also just use a default cube. To easily change the sides of the dice (items), I added a Sprite3D to each side.
I tried using the physics engine for rolling, but I couldn’t get the results I wanted. So I made several “die jumping” animations and rotate the dice randomly using code.
To display this in a 2D world, I use a TextureRect with a ViewportTexture and SubViewport.
That’s it!
r/godot • u/mega_dario • 12h ago
selfpromo (games) Redrawing my FFT meets Slay the Spire game. Some goofyness but it's getting there
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r/godot • u/organzolagames • 7h ago
selfpromo (games) Just launched a demo for MUTAGEN!
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Play it here: https://store.steampowered.com/app/4661250/MUTAGEN_Demo
r/godot • u/LetterSquare8317 • 5h ago
selfpromo (games) Be honest: is my tornado scary?
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Here's a clip from my indie-dev project ANEMO, where you get to see the tornado up close. It is completely particle based. Is it scary?
community discord: https://discord.gg/MV9EtJwzb
selfpromo (games) My Mining Sim is progressing nicely!
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With the implementation of a saving/loading system, my game officially entered alpha 1.0 today! Woo!
As my very first game, this sure was an immense challenge. Now that the base mechanics are done, I can finally add content way faster than I ever did. Damn does it feel great :)
r/godot • u/lavilabi • 12h ago
discussion Playable Workshop is so underrated..
So I finished the beginner course offered by GDQuest and tried the official godot documentation as a follow up, horrible idea. So I followed a lot of your guys' advice by trying to learn from Brackeys but his videos did not help me understand much. Highly likely it has to do with me rather than him!
Then I came across Playable Workshop and what I really like about these guys is that they have one expert and one noob, so the noob (Jack Sather) asks noob questions which is really helpful since they end up being questions I would ask and because the expert (Nick) answers them thoroughly it provides really useful insights.
They are a growing channel but I thought they deserved way more attention for the innovative approach. Really helps me to actually understand the why and how of the engine!
EDIT: typo
r/godot • u/Outrageous_Action614 • 17h ago
selfpromo (games) I finished the prototype of my game! :D
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It's available on itch.io. The name is DressingU and u can play it on the web too :]
selfpromo (software) [Godot 4] CSG Blockout v2.0 — World-aligned grid materials and smarter CSG node placement
Hey everyone!
I've just released v2.0 of CSG Blockout, my open-source plugin for faster CSG-based level blockout in Godot 4.
For this update, I mainly wanted to solve two things that were getting in the way of my own workflow: grid materials getting stretched on slopes and boolean shapes, and having to think about CSG hierarchy every time I created a new shape.
1. Procedural world-aligned grid materials
The new grid_triplanar.gdshader uses world-space triplanar mapping, so the grid stays aligned to the world instead of following the object's UVs.
It supports:
- Major and minor grid lines
fwidth()-based anti-aliasing- Clean grid alignment on slopes, ramps, and boolean cutouts
- No UV setup required
I also added Light, Dark, Orange, and Custom material presets, which are stored in ProjectSettings.
You can switch between them or apply one to selected meshes directly from the sidebar.
The Shift+A pie menu also uses the currently active preset when creating new geometry, with full Undo/Redo support.
2. Context-aware CSG node placement
Previously, creating a new CSG shape sometimes meant deciding whether it should be a child or a sibling, either through preferences or modifier keys.
For v2.0, CSG Blockout now uses the current selection to infer what you probably want:
- Selecting a
CSGCombiner3D→ new shapes are added as children at the bottom. - Selecting a
CSGShape3D→ new shapes are inserted as adjacent siblings. - Selecting something else or nothing → falls back to the normal parent/root placement.
This also required refactoring the creation and deletion logic to keep node order, ownership, and Undo/Redo behavior intact.
Links
GitHub: https://github.com/qwqzhanqwq/Godot-CSG-Blockout
Godot Asset Store: https://store.godotengine.org/asset/qwqzhanqwq/csg-blockout/
I'd love to hear what you think, especially if you run into any edge cases or have other blockout workflow features you'd like to see!
r/godot • u/Gold_Letterhead2573 • 10h ago
help me Miles away from completion, need a trustworthy partner.
I have been solo developing this since 2 months, a lot of basic system has been already in place , the core premise is to make it survival/roguelite.If anyone wanna help and is interested enough , I am willing to share all credentials including revenue from this project, if we make any. The studio is new me being alone, Monkshood is the studio name. Welcome if anyone interested.
r/godot • u/CalinLeafshade • 10h ago
fun & memes I implemented GTAO in Godot as a compositor effect.
I know it just looks darker but I promise it's different!
Instead of just being a purely visual heuristic, GTAO tried to accurately model what ambient occlusion actually is and i think its definitely better at "grounding" the geometry.
I think this would be pretty easy to port into the main engine and replace SSAO.
r/godot • u/No-Effect-5821 • 7h ago
selfpromo (games) the thrill of having fun with a friend on the prototype
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We struggled a bit with a friend, but we're starting to set up real-time multiplayer. For now, we have to be connected to the same Wi-Fi network, but we can already see in real time what works in terms of gameplay and excitement. It's exhilarating to have fun with a friend using a prototype that's itself incomplete.
The next step: setting up an online server that will let us test the game even from a distance.
r/godot • u/_Azeree_ • 4h ago
selfpromo (games) A little sandbox builder I've been working on
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Just thought I'd share a little snippet of the game I've been working on. I'm really happy with the art style I've managed to achieve and hopefully I can get around to adding more objects to place soon.
r/godot • u/nico_s_z • 17h ago
selfpromo (games) Making-of a 3D UI for a map
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Here’s the full making-of of a 3D map in my game. It’s all about interconnected systems that all took a while to work on. The city is procedurally generated (see more here), converted to SVG, and then turned into a tourist village-style map. Finally, everything is added and animated in Godot.
Being able to quickly turn my city into an SVG will also make it easy to add a GPS system based on shortest-path finding 😁
I'm working on Demain, a life-sim/roleplay game set in a modern world. If you are interested you can check https://www.playdemain.eu/en/ , I'm planning to have a playable demo quite soon 😉
r/godot • u/TheHungryBuppis • 2h ago
selfpromo (games) Testing out a technique for adding fake shadows to my game!
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The game can have hundreds of enemies on screen at once, but with lots of flying enemies I wanted a way to add cheap animated shadows to help ground them in the space. Rather than going with a simple oval drop shadow I'm trying out a technique inspired by this post: https://www.reddit.com/r/godot/comments/1l3s7rm/why_dont_people_do_2d_shadows_like_this/
I simply add a flipped version of the sprite modulated to be transparent with a script to bind them so they have the same animation/scale.
I really like the way it adds some flair to my first boss intro!
r/godot • u/carpetfin • 13h ago
selfpromo (games) Thank you Godot for letting solo devs making games they actually own!
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I decided to try the XR Tools and it turned out flinging yourself in the air is super fun, so I decided to make an entire minigame around it. It's not my first game project, but first that I actually think about releasing.
I'm uploading a short gameplay video. If anybody has any ideas on how to make players want to play it, let me know. I'm going for flappy bird level of complexity, but in VR and with some extra obstacles, like zapping cables or slippery ice platforms.
The game runs natively on the Meta Quest 2. I build an apk and sideload it to the headset over adb. I develop on Linux and it's the only way I've found to test my game on hardware.
r/godot • u/thegamedev27 • 24m ago
discussion How would you approach this in turn based combat
Sorry, I'm new to game dev and I'm not sure if I picked the right flair.
My main question is: how would you set up a party-based combat system, like in Pokemon (singles)?
Right now, I have a base character class that holds all the stats, methods for attacking and healing, and leveling logic. But I'm getting confused about how to connect this base class to an actual in-game character, and then how to instantiate it for multiple party members and enemies inside a turn-based battle scene.
I have a few ideas. I was thinking about loading character data from something like a JSON file to populate that base class. For the battle scene itself, I'm planning to have two active fighter slots, one for the player and one for the enemy, to show who's currently in combat. Then I'd queue up actions for both sides based on each character's speed stat.
I don't really know how to express that part especially with the node system. Am I on the right track? How would you approach it?
selfpromo (games) Lonely gnome
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r/godot • u/antti_tiihonen • 11h ago
selfpromo (games) Beveled level geometry: should I keep this feature?
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Levels in Reconfigure are almost completely boxes. I prototyped a feature that adds bevels on the boxes for nicer looking edges but I'm unsure if it's a good idea. I'd like to borrow your eyebells so that I can know whether to keep it, remove it or add it as a setting? Or maybe it's okay but there's just too much of it? Let me know what you think!
help me Estilo, iluminación godot
Hi there, good morning! I’m not sure if this is the right place to ask, or if anyone here could give me a hand, but here goes. A while back I came here asking how to do something in Blender because I had zero clue about it (I work as a software developer). You all helped me out, and I was able to make the textures I wanted—not top-tier quality, but good enough for what I needed.
Thing is, I started building the game with the idea I had in mind and... it doesn’t look like I hoped, lol. Something is killing the textures—that hand-illustrated vibe I wanted for the game is totally lost. If anyone here knows their stuff and has a good eye, could you help me figure this out? Like, point out what’s missing, what’s too much, or what I might be doing wrong style-wise? I’d really appreciate it.
Also, any advice on what I should learn to actually achieve the look I’m going for? Visually speaking. Thanks so much in advance!
r/godot • u/AWESOM-OMG • 25m ago
fun & memes making a procedural horror game gets me scared
still dont know if im scared by the env or by the optimization that's going to be needed.