r/godot • • 8d ago

official - releases Dev snapshot: Godot 4.8 beta 1

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266 Upvotes

Godot 4.8 enters beta!


r/godot • • 5h ago

discussion Weather, plant, and environment procedural tools I made.

225 Upvotes

I am making some tools to try and make developing my game a bit easier. This is really just a tech demo for now but each system is its' own addon and fully in the godot editor. I am also working on one for water and procedural rocks. All plants are procedural.


r/godot • • 9h ago

selfpromo (games) Started working on it in July 2022, NO AI used for ANYTHING at all, put a demo up for Next Slop

270 Upvotes

Absolutely zero AI used for any part of this game (as if you couldn't tell), 100% human made right down to the code, all voice actors credited in game menu, 4 years in the making so far, hoping for a full release within the year

https://store.steampowered.com/app/4325260/Captain_Moviestar_3D_Demo/

This is made in Godot 3.7 since that's what I started with, a lot of hacks and workarounds to deal with all of the legacy bugs and issues with 3.x, but I still feel that version of Godot works best with this type of game.


r/godot • • 11h ago

selfpromo (games) The rug cleaning game I’ve been working on for the last 3 years is finally finished!

287 Upvotes

r/godot • • 16h ago

selfpromo (games) Umbra Lamp and my version of "door locked from the other side" for my game Psych Rift

339 Upvotes

Another core player item is the Umbra Lamp, which players can use to uncover secrets and clues. In this case, it's used to detect a breakable wall and enter a room blocked from inside in the Ravensworth Grand Hotel nightmare. The door is blocked by a bunch of hair strands, but it can be released by ripping out the nearby red knot.

I used decals with emission for the detectable wall markings, with a script that makes them glow when the active Umbra Lamp is close. The hair strand effects are animated with VATs, just like in some of my previous posts. It's probably not too visible here because of the darkness, but Lenore's teleport also triggers a localized trailing effect like in the invisibility video, for a more spooky/ghostly feel.

You can find more videos on YouTube, wishlist the game on Steam, or join Discord for a chat.


r/godot • • 7h ago

selfpromo (games) Flying a F/A-18 Hornet I created in the ingame editor of this Plane Builder game I'm making

52 Upvotes

Join the discord to follow development updates and suggest features: https://discord.gg/CzXHURjQgK


r/godot • • 13h ago

selfpromo (games) Tornado vfx I made for my game. I like how it came out.

149 Upvotes

r/godot • • 20h ago

discussion Real problem

509 Upvotes

Ok, so... I don't want to bother anyone, but why isn't this set to "Ignore" by default? DO YOU JUST WANT TO WATCH THE ALL WORLD BURN?!

Jokes aside, why is this like this?


r/godot • • 16h ago

fun & memes The ultimate trick to protect your Godot projects from AI scrapers 🧠👈

192 Upvotes

Checkmate, AI bros. Scrapers can't train on your game if your GDScript is so incomprehensible and your Node trees are such a chaotic mess that even the bots refuse to parse them.

While everyone is worrying about how to protect their masterpiece indie games from the sea of AI slop, I'm playing 4D chess. I'll keep writing my most terrible spaghetti code, connecting completely random Signals, and drawing awful MS Paint sprites, but strictly and proudly 100% human. Better an original, buggy flop with 15 FPS than yet another soulless, mass-generated asset flip made just for the algorithm. 🗑️✨

Support real human spaghetti code, boycott artificial slop!


r/godot • • 20h ago

discussion My first game on Godot

323 Upvotes

Guys, rate my game out of 10. This is my first game on godot from scratch.


r/godot • • 54m ago

selfpromo (games) I wanted to share a collection of scifi anime shaders I made for a game.

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• Upvotes

The collection is available on itch.io but I wanted to give the pack to a handful of people working on a game in Godot that could use these shaders. I'd be interested to learn about the shaders you've made or your games. These are for Godot 4.3 or newer


r/godot • • 8h ago

free plugin/tool I made a free 3D fps movement controller plugin in Godot

35 Upvotes

Link in comments (because reddit apparently hates me and keeps removing my POSTS)


r/godot • • 14h ago

selfpromo (games) had to learn a little about flow fields and crowds and wanted to share what i did this week :)

91 Upvotes

r/godot • • 4h ago

selfpromo (games) 1st step reached: +100 Wishlist for Just Get The Flag !

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15 Upvotes

✨JUST GET THE FLAG REACHED 100 Wishlist !! ✨

I know this might sound silly, but hey, it’s a big step for me.

So thank you to each and every one of you ❤️🙏

To celebrate : I've started adding easter eggs from other puzzle games (from AAA to indie game - all games are listed in the thinky games database).

Try to guess which ones :

🪨 = ?

🚌 = ?

🪱 = ?

🐘 = ?

🟪🔳 = ?

🔵🟠 = ?

🌭 = ?

🐛💣 = ?

📆 = ?

And you can find my game over there : https://just-get-the-flag.com


r/godot • • 7h ago

selfpromo (games) Not the best at trailers but here's Everything Grows Here, a horror game about selling alien plants

21 Upvotes

r/godot • • 4h ago

selfpromo (games) tried to do a fun play on segmented boss fights :P

10 Upvotes

r/godot • • 4h ago

fun & memes So relatable, right?

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12 Upvotes

r/godot • • 9h ago

selfpromo (games) tried to make the moment unlocking abilities more exciting :)

19 Upvotes

i looked at games like ori and hollow knight how they designed moments unlocking new stuff in order to learn how to deliver moments more powerfully. so this is my attempt of creating an exciting moment unlocking new abilities in our game pollinate or die


r/godot • • 16h ago

selfpromo (games) Early art direction test for a hardcore fantasy survival sim: what do you think?

55 Upvotes

r/godot • • 3h ago

discussion Serious Question regarding development

6 Upvotes

I’m seeing a lot of folks show their progress daily, now I have been “trying” to develop my game for the past 5 ish months and very little progress, if at all monthly. My question is how are people able to make games or at least provide updates at such fast rate? Should I consider working in a team?

I don’t believe AI is the answer because I have tried it and 1, it doesn’t code as efficient as I would like it to and 2 which is the biggest issue, it doesn’t make graphics/3d or animations as creatively as a human would… so what is everyone’s secret I’m kinda at a stall atm


r/godot • • 21h ago

help me (solved) I am lacking motivation for my game

119 Upvotes

I recently took part in a game jam, but upon coming back to my game i had a finished cutscene that looked really cool, but there were still loads of things wrong with it and i just can't be bothered to do it anymore. I have a great idea for a new game, but I still don't know if i should push on with this one or start the new one. pixel art is so difficult and i am heavily leaning toward the new game idea. can someone tell me what to do. Also if you want to see the cutscene it is here


r/godot • • 18h ago

discussion Fake light shader 3d (WIP)

63 Upvotes

Making 3d music writing game/tool, so for the arena wanted to add some projectors / lights.

I made it using Visual Shader and applied to a cone (MeshInstance Cylinder). In the video i played around with cylinder settings, but in the shader there are a lot values that can be tweaked.

How shader works:
A. I rotate the UV 90 degrees. And add texture gradient on it (color ramp) so the light fades into a distance
B. With some math i add light blur on the sides.
Then i just multiply A on B and get this really cool effect.

How to use:
Create MeshInstance, select "Cylinder", make bottom radius small.
Apply this shader to the object and IMPORTANT: in the shader flags enable "Unshaded"

Planning to expand it more, and maybe add more layers, but for now just simple half transparent blur.


r/godot • • 1d ago

selfpromo (games) Turning my gamejam from the summer into a modern Resident Evil-like

877 Upvotes

r/godot • • 13h ago

selfpromo (games) I made this with Dialogue Manager 3!

24 Upvotes

Hey there! I stumbled upon this plugin by u/nathanhoad while choosing how I could add dialogues to my game. This addon seemed like a great pick because of its flexible dialogue-scripting approach. Such a cool feature allowed me to control camera angles right inside a dialogue! It looks like this:

Zoia: Hey there Oosha! What's new?
do zoia.dialogue.switch_camera("over_shoulder", player.get_look_target())
Oosha: What's up [wave amp=25 freq=5]Zoia[/wave]! It's so cool we're having a chat inside a videogame!
do zoia.dialogue.switch_camera("closeup")
Zoia: Yes this feature seems really cool and unique!
do zoia.dialogue.switch_camera("over_shoulder", player.get_look_target())
Oosha: Yes

big thanks to Nathan for this great tool! <3

Dialogue Manager: https://github.com/nathanhoad/godot_dialogue_manager

Also you can wishlist my game if you want :) https://store.steampowered.com/app/5203320/Oosha_Loves_Stargazing/


r/godot • • 2h ago

help me Level Design Workflow

3 Upvotes

How can I understand level design? I am working on a vertical slice for my game and I just made a level for my prologue in blender. But it's very finnicky importing the whole .glb into godot and going object by object turning on physics and changing layers etc. etc.

- I don't need reusable assets, each level is basically bespoke (I intend the game to be very small)
- No objects will move. I literally plan on just black-screening for a few seconds if anything in the scene needs to change (except for player movement and npcs)
- I need a navmesh, and Ideally I want the navmesh to have navigation obstacles for each obstacle (I don't want it to generate navmesh stuff on top of collideable objects.

So my question is this: should I make my whole level in blender then just go through the tedious process of clicking around in the importer to set up my stuff, (which makes iteration really slow)
Or should I make my assets as separate models and put everything together in the Godot editor (which I am less comfortable with and don't feel nearly as comfortable with as I do in blender? (Also I don't have that sense of visual continuity or uniform scale I get when I make everything in blender).