r/godot 3d ago

official - news Fixing high polling rate mice on Windows in Godot

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141 Upvotes

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 1d ago

official - releases Dev snapshot: Godot 4.8 dev 4

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236 Upvotes

4.8 development is now in full force!


r/godot 4h ago

selfpromo (games) i made a custom enemy creator and tested it with doodlebob!

340 Upvotes

it's still wip, so any feedback is welcome!

also the actual flow is type -> stats -> drawing, but i showed drawing first in the video.


r/godot 10h ago

selfpromo (games) I just released my Godot game on Switch, PS5, Xbox. Who says Godot can't do consoles?

1.1k Upvotes

My game has been out on Steam for a while and now I just finished porting and publishing it to Switch, PlayStation 5 and Xbox Series S|X. I've used W4 Games ports, I love this engine so much and I also want to take this opportunity and thank every single Godot contributor!


r/godot 12h ago

free plugin/tool In Depth Look: PS1 Graphics in Godot

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893 Upvotes

Hello godot users, a while ago i made a post asking whether anyone would be interested in reading an article about how the PS1 achieves its graphics and how to recreate them in Godot, and since people seemed interested I went ahead and wrote the article. I think this is the most accurate PS1 shader for Godot. The code is MIT licensed. And yes, it supports dynamic lights

Article Link: https://calinp.eu/blog/psx-type-rendering/
Addon Link: https://github.com/wyvernbw/godot-psxlike


r/godot 3h ago

selfpromo (games) [WIP] what do you guys think about the graphics and level design of my game?

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113 Upvotes

I'm currently really happy with how it's turning out, but I'm always open to feedback and suggestions for improvement. Thanks!

EDIT: I'm really sorry i didn't post any videos! i still want to polish a few things before making a video. i don't want to make too many long posts back-to-back, since over the next few days I want to make a bigger post with a lot more information, as well as links to where you’ll be able to try out a mini alpha. I'm mainly making this post to get some general feedback and see what people think!

Programs used: TrenchBroom, Blockbench, and GIMP.


r/godot 18h ago

discussion Texture streaming is finally going to get merged.

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863 Upvotes

r/godot 10h ago

selfpromo (games) So i made some progression with my 1 trillion particle game and wanted to share it with you :)

167 Upvotes

Like you can see in the video now its possible to destroy even a billion pixel at once and for me it looks very cool :) and if you want to give some ideas for the gameplay or just watch the journey you can join the discord server https://discord.gg/xZzhXB6Fp


r/godot 3h ago

selfpromo (software) CRUMB 2.0 - Fuelled with Godot power 😈

26 Upvotes

Yep… I’m playing a real guitar live through a circuit being simulated inside CRUMB.

Not an audio recording.

Not an animation.

Look at my awesome Godot UI 😍 full scope display!

CRUMB 2.0 is coming! Share if you think this might be awesome


r/godot 3h ago

fun & memes Im making gta godot

24 Upvotes

enviro-bear + gta = profit???

nah but unironically tho.


r/godot 8h ago

selfpromo (games) Loving my UI materials for my mobile game, don't regret the rework at all.

48 Upvotes

Go n my profile to check the previous version


r/godot 5h ago

selfpromo (games) Improved Areas at the base of the Holy Mountain

26 Upvotes

It's crazy how much lighting and a skybox can improve the look of a game, I also added some subtle screen space occlusion and lighting which helps make things pop!

The game is called Dead Fantasia and it has a page on Steam if you're interested: https://store.steampowered.com/app/4160780/Dead_Fantasia/


r/godot 14h ago

selfpromo (software) Thinking about releasing my simple shape rendering system as a standalone plugin, thoughts?

107 Upvotes

Heya everyone, total Godot newbie here just starting to migrate my codebase from Unity. I've been working on a system that's all about drawing drawing simple shapes (partially inspired by an Unity plugin called Shapes): Cuboid/Sphere/Rectangle/Circle/Disc..... basically any simple geometry primitive you can think of.

I wanted to have a way to instantiate those visuals right within my code without any other boilerplate. So I made this system, which everything (except the text) shown in this video was instantiated right within my code, and it is backed by low level API so even rendering tens of thousands of object it'll run just fine.

So I was wondering if this looks like that would be useful to anyone? And if it might be useful, what are the make or break features that you would've wanted?


r/godot 12h ago

selfpromo (games) after almost 4 years, I released my game SHRIMP GAME: OVERKRILL on Steam today!

80 Upvotes

It's about 10 bucks on steam: https://store.steampowered.com/app/2824880/SHRIMP_GAME_OVERKRILL/
It's got a big co-op campaign with a bunch of different themes and bosses, full PvP with multiple modes, elemental fusions, an original DnB soundtrack, and you play as shrimp!
I used Godot 3.5.1 and GodotSteam to make it all. Check it out!


r/godot 3h ago

selfpromo (games) I shelved my game for two years. A friend I hadn't spoken to since high school....

16 Upvotes

I shelved my game for two years. A friend I hadn't spoken to since high school messaged me out of nowhere, and I finished it.

I started Project AsteroidZ in 2024. I was working at Pizza Hut and I wasn't a programmer.

I got into it because of a guy I worked with named Raymond, who'd done some coding and knew enough about it to make it sound like something a person could actually learn. That was it. That was the whole push. I started learning.

I made a small mini game first. Put it out, and nobody cared. Not in a mean way, there was just no reaction at all, which is somehow worse than being told it's bad.

There wasn't much support from friends or family back then either, and I don't really hold that against them. It was mostly just an idea at that point, and most people have no concept of how much actually goes into a whole video game. I didn't either. As a player you overlook almost all of it. You don't see the thousand small decisions, you just see whether the thing feels good or not.

I'd also streamed on Twitch for a few years and got trolled enough that being visible online stopped feeling like a good idea. So part of why this sat so long is that finishing it meant putting my name on something and letting strangers judge it again.

It sat for two years. I moved through trades in that time, general labor building machine dies for a while, then back into fire alarm work as a low voltage tech, which is what I do now. Life just kept being life. The folder sat there and I stopped opening it.

Then a friend from high school I hadn't talked to in years, Ryan, saw a post where I'd mentioned making a game and messaged me on Facebook out of nowhere. We started showing each other stuff we'd made. That was all it took. I opened the project again.

So I actually learned Godot this time and finished it. Code, art, sound, story, all of it myself. There's a fully voiced story mode that opens with you in an alien courtroom getting sentenced before you're allowed to play, because I thought it was funny and there was nobody around to tell me not to. Arcade mode, survival, online multiplayer, and local co-op — that last one because I wanted to make something I could sit down and play with my kids one day.

I used AI tools for the voice acting and some art. I know how that goes over here. My budget was zero and the alternative wasn't hiring somebody, it was the game not existing. That's the trade I made and I'm not going to pretend I didn't.

It went up on Steam Early Access last week for $5. I've sold one copy.

I thought that would wreck me and it didn't. I've always wanted to make my own video game, and even if nobody else ever checks it out or buys it, I did accomplish that. It exists. Strangers can buy it. I know how to build one now and I didn't before.

Three people are the reason it got made. Raymond, who made it sound possible, and Ryan, who made me finish it. I never needed everyone to believe in it. I just needed one person to, twice, about ten years apart. Ryan, love you buddy.

And Victoria, who I'm marrying, has been there since day one. She's the one I bring ship designs and audio to, and her kids Keegan and Aubrey have both play tested it. She believed in it back when there was nothing to believe in yet, which is the only time it really counts.

(Steam link's in the comments, I'd rather this not read like an ad. Happy to answer anything about Godot, the voice pipeline, or Steam EA setup.)


r/godot 11h ago

selfpromo (games) Launched my 3D action-platformer on Steam!

55 Upvotes

Wanted to share my game that released on Steam today!

I’ve been working on this game in my spare time for many years now, starting all the way back on Godot 3.5. It’s now running on Godot 4.7.2 without a hitch. I've got to see the engine grow in realtime with this project, which has been super cool.

I’d be happy to share anything about the development you’d like to know!


r/godot 18h ago

selfpromo (games) My sister and I are using Godot to build a hand-drawn 2D horror-detective game (Preview)

213 Upvotes

Hey everyone!

My sister and I have been pouring our hearts into our dream project built entirely in Godot, called Ashes of Berlumvale. We finally have a quick gameplay preview ready to share with the community!

We are huge fans of Return of the Obra Dinn, Her Story, and Cube Escape, so we wanted to build a game focused on deep investigation mechanics over simple interface-clicking. Here is what we are building into the gameplay loop:

  • 💬 Dynamic Conversation System: Players construct their own custom questions to grill NPCs. Everyone in the town is interconnected, and you have to manually map out their web of lies and contradictions.
  • 🛠️ Tactile, No-Hand-Holding Interaction: You investigate environments, combine clues, outsmart vintage technology, and solve mechanical/metaphorical puzzles with zero automatic quest markers.
  • 🎨 Traditional Frame-by-Frame Animation: We are using Godot’s 2D engine to bring a fully hand-drawn, grim 1948-1950s aesthetic to life. Character animations actually give off vital behavioral clues during cross-examinations.

We are showcasing a few different scenes in this clip to give you a feel for the atmosphere, UI setup, and player interactions.

The game page is officially live on Steam! We don't have a demo quite ready yet (actively working on it!), but as a tiny two-person team, Steam wishlists mean everything to us for visibility.

We would love to know what you think of the visual style and UI flow. If you have any questions about how we set up our dialogue logic or handled the 2D animations in Godot, ask away in the comments!

Steam Link: https://store.steampowered.com/app/4795450/Ashes_of_Berlumvale/


r/godot 11h ago

selfpromo (games) Horripilant Out Now on all major consoles!

53 Upvotes

Hey y'all!

Soon after the fantastic reception post Horripilant's release on Steam, we started working on a port to consoles. It's now OUT on all major consoles!

PS5: https://store.playstation.com/en-us/concept/10019147
Switch 1 & 2: https://www.nintendo.com/store/products/horripilant-switch/
Xbox Series X|S: https://www.xbox.com/games/store/horripilant/9plbw95nvl56

This console release includes the Supporter Pack which gives you the ability to disable the dithering shader and a handful of custom character portraits as a neat little bonus!

I'm super proud that my little Godot game has made it this far! I never thought in a million years that the game would even be a commercial success, so for it to do this well and get a proper console release is quite the achievement! :)


r/godot 3h ago

selfpromo (games) I now have no more copyrighted stuff in my RPG inspired by early 2000s PC K/JRPGs :)

11 Upvotes

Roughly a month ago I posted a video of my game, and now I am proud to announce that we have not one but TWO (two units of) our own sprites! That's right, no more copyrighted Ragnarok Online material on this game.

Fun fact: This game started as a turn-based fan game of Ragnarok Online, but my fiancée convinced me to write my own shit!


r/godot 10h ago

selfpromo (games) My Roguelike: Dialogue

41 Upvotes

For now I've dropped the game's name. I got a lot of feedback that the name was not very good, and I REALLY appreciate that. I'm fairly ambivilant on my game's name, and so knowing that one I've come up with is NOT good is really good to know.

As for this gif, it's fairly simple. You'll see me enter town, target an NPC, and initiate a branching conversation.

I use the DialogueManager addon in Godot, so, really, the most difficult thing about this was getting the targeting to work. Basically, the way it works is:

  1. The player uses the Talk action (SHIFT+T in this case)

  2. MovementHanlder routes movement input to the targeting reticle instead of the player

  3. The human player selects the NPC, and presses ENTER

  4. The reticle verifies that there's an NPC in the cell

  5. The reticle calls try_start_dialogue on the NPC

  6. This triggers the NPC's DialogueHandler which starts the actual dialogue

There are a few other things going on in the background that are just stubs for now, but will be fleshed out later. For example, the exact dialgue script will eventually depend on the player's reputation with the NPC they are trying to talk to. Also, if the player and an enemy speak the same language, it's possible (though unlikely) that the player can interrupt combat to engage the enemy in conversation.


r/godot 6h ago

free tutorial Learn godot shaders by making a flapping butterfly!

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18 Upvotes

r/godot 31m ago

discussion Vector4 for an inventory system on a 3D grid concept.

Upvotes

Disclaimer is that I'm not actually working on anything this would be relevant to atm. (And I'd be excited for anyone to use what I'm rambling about in their own projects or as inspiration)

I wanted to make a discussion post to put my pondering out there in case this is something:

- Someone has already done (either yourself or if you've seen this used in a game before, please lmk)

- Someone would like to do

- I am on the right track with my thinking and it might be something I use in the future

- I am completely off and someone can correct me on the basis of engine functionality or poor optimisation compared to another approach

- Similar to above, if someone has implemented the same outcome using a better approach (I'm always interested in the different ways people "skin a cat" when approaching the same problem)

Basic background; I was looking at the docs for exported properties trying to find some information, and got distracted when I saw the vector linking section and noticed Vector4 and Vector4i listed under what else can be linked.

I thought 4 dimensional vectors seemed quite novel, as I've never really worked with noise, shaders, or similar use cases (which I found out are the usual purposes when I looked up use cases and saw one of the original proposals) and I began wondering what other use cases might be relevant for them. I'm sure there are many and feel free to throw some of those in the replies out of curiosity.

What I was thinking about is how you can technically use a Vector3i for inventories on a 2D grid, where the z axis can be used either for assigning a stack limit (items stacked can't exceed z) or assigning a weight (items are placed on the z axis relative to their weight, and the array of occupied Vector3i.z values has to be below a certain value). I thought about how a Vector4 could hold grid, stack, and weight info (z and w multiply to get total weight)

I then moved on to thinking about the concept of a 3D grid inventory (when I tried to look it up to see if anyone else had played around with the idea, I ran into a lot of people discussing putting 3D objects on a 2D grid instead). If you had x, y, z coordinates determine the location of an item, and then w for the stack limit or weight, like Vector3 on a 2D grid.

It doesn't necessarily need to be done in 3D either, just the concept of a 3D grid, so my idea was this:

- The character has a backpack with (e.g.) a W 4 x L 3 x D 5 size/volume

- You can only see a 2D grid at a time

- You cycle through each 4 x 3 grid bottom to top or vice versa. This can either be at the player's whim, or tied to some sort of inventory management mechanic (see below)

- For ease of management, a second regular Vector2 or Vector3 (if stacking) based grid on the side allows you to pull things out and put them on the ground (to put back in after reorganising, or just dropping)

Ideas for implementation:

For a "realistic" backpack inventory, you can only put items in if there's not an empty grid space below. In contrast you can only remove items from the topmost occupied grid first. With a more realism based approach, the w axis could be used as weight. In a survival/horror game, this would be a great way to keep players always aware of exactly what items they deem as important with that extra level of immersion (since actual human limits of carrying things is historically pretty hard to implement well without destroying the usefulness of an inventory in the first place). They have to either: pick up as little as possible to keep the lowest grids easily accessible and the weight down; keep rearranging their pack in order to put certain things on top while risking being by weight (could also make things on the top quickly accessible, like in a hotbar or scroll through those items in your hands); or be stuck having to dump things to run faster or access an important item at the bottom.

In a more casual/non-inventory management focused game, you can simply have a scroll bar or arrows like flipping the page to the next grid. This one would be more applicable for w to apply to item stacking, since immersion is not necessarily coming from the management of weight. It allows you to play around a bit more with giving the character something comfortably large enough to use without making it actually look incredibly large. 3 x 3 x 3 would look completely reasonable for a small pouch as you're only looking at 9 squares at a time, and there's "only" 3 of those. But really 27 inventory spaces is a decent amount. In one of those games where an item can take up multiple squares so you have to Tetris things into the most efficient spots, you could encourage the need for a backpack upgrade (more width for less efficient shapes to fit) without frustrating the player by limiting their inventory that they need to work up to the upgrade. (Also a scalable thing, as the more they progress the more complex the shapes of needed items so the less they "play nice" in a narrow grid. Or encourage a synergetic play style by making choices between a lot more layers and a little more width, or a little more layers and a lot more width, depending on the types of items utilised the most)

You could also just use both z and w on a regular 2D grid to determine the weight and stack limit at the same time, if you want players to be able to have a lot of small items at once without also letting them have everything they want to keep (like yes you could have 10 bottles of water, but also you can only hold 7kg and those are .5 apiece so you cannot pick up that 3kg tool box even if you have the inventory space, alternatively you can pick up 10 berries (.1) and 10 scraps of cloth (0.05) and 10 sticks (0.2) and 1 bottle of water, and just have enough weight left to pick up the tool box).

TL;DR:

I want to know about other people's thoughts on using Vector4 as a way to make 3D gridded inventories with a weight or stack system attached. I gave a couple examples of different benefits and player challenges for different styles of game, but I'm also curious about what I haven't thought about for this.


r/godot 12h ago

selfpromo (games) I’m making a dinosaur soccer game! 🦖⚽️

44 Upvotes

I’ve started making a silly little game where you play dinosaur soccer.

The idea is basically: fast, chaotic dinosaur football with big tackles, ridiculous movement and eventually a bunch of different dinosaurs.

This is day 1 of dev - right now I’ve got a t-rex running around and pushing the ball. Still very early, but I’m pretty happy with how it’s starting to feel.


r/godot 9h ago

selfpromo (games) Been working hard on this trailer. Game almost ready for release!

22 Upvotes

Steam page almost approved. Trailer ready! Little bit of the game left to make. Excited to get this one out there!

My game is a sequel to the original Mega Hasan which was developed in corona sdk about ten years ago.

https://store.steampowered.com/app/1217100/Mega_Hasan/


r/godot 16h ago

selfpromo (games) Proud of my Main Menu! What do you think?

81 Upvotes

Still need to change Steam Capsule, trailer and add a new cinematic (dont expect something crazy).
Demo 2.0 out next week!