r/godot • • 5d ago

official - releases Dev snapshot: Godot 4.8 beta 1

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258 Upvotes

Godot 4.8 enters beta!


r/godot • • 3h ago

selfpromo (software) My 4 massive Godot courses built with zero AI

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722 Upvotes

Hey everyone. I have put my heart and soul into creating these courses with NO AI just pure human to human teaching and over 150 hours of content.

Here is a quick breakdown of what is covered in each individual course:

Godot Game Dev Beginner Course If you have never touched a game engine before, this is your ultimate starting point. You will dive into the core fundamentals of Godot 4 and GDScript by building practical, fully functional 2D games completely from scratch. You will learn how to navigate the editor, manage nodes, handle player input, and bring your very first indie game ideas to life with zero prior coding experience.

Godot Game Dev Intermediate Course If you are ready to move past the basics and build some seriously cool mechanics, this project-based powerhouse takes your skills to the next level. You will architect three complete games: an Idle Tavern Simulator with custom economies, a Procedural Dungeon Mining RPG with infinite layouts, and a strategic Tower Defense game featuring smooth pathfinding. It is all about clean architecture and scalable systems you can use in your own commercial projects.

Godot Game Dev Advanced Course This track is designed to push Godot to its absolute limits by tackling heavy-duty architectural hurdles, complex gameplay mechanics, optimization techniques, and professional design patterns. If you are an experienced creator looking to master high-end workflows and build rock-solid systems under the hood, this course will get you there.

Godot 30 Games in 30 Days Course If you want to explode your portfolio with a ton of variety in no time, you can take on the ultimate high-intensity rapid prototyping challenge. You will build 30 unique 2D mini-games in 30 days, ranging from arcade action to brain-bending puzzle logic. This challenge forces rapid problem-solving and gives you total mastery over Godot's 2D toolkit with full source code included for every single project.

If you want to check them out, I have gathered all the details and access pages in a single YouTube post right here: https://m.youtube.com/post/Ugkx0mAGrrwJ_ujppZ08KjS_bqSCCMC6Hv9y


r/godot • • 8h ago

discussion Added bioluminescence to my Ellems!

185 Upvotes

Really pleased how this turned out.. Still a little bit hungry on the GPU, but pretty sure it can be optimized. The bioluminescence is drawn from the base fur colour, with a bit of genetic hue shifting allowed, but with guard rails so that it stays within predefined limits. Blue Ellems looks just as cute!


r/godot • • 5h ago

free plugin/tool I promised more shapes for my Godot CSG plugin: spiral stairs, arches, curved walls and wedges

87 Upvotes

A couple of weeks ago I posted CSG Blockout 3.0, my free plugin for blocking out levels with Godot's built-in CSG nodes. In the comments I promised more primitives, so 3.1 adds four of them. The Play From Here test character can also walk up stairs now.

New shapes

  • Wedge. A box with one sloped face: ramps, roof halves, angled walls.
  • Arch. A wall piece with an arched opening. The opening has its own arrows for height and width, and becomes a flatter elliptical arch when it's lower than half its width.
  • Curved wall. A wall bent around a vertical axis. Drag the arrow on its end to sweep it around, all the way to a closed ring.
  • Spiral stairs. One turn or several (for towers), with floating steps or filled down to the floor, clockwise or counterclockwise. The Inspector warns when the steps are uncomfortable to climb or the turn above is too low to walk under.

Like the other shapes, they come from the palette or the pie menu, snap to the grid and join the CSG tree you place them on. You can drag their faces with the arrows or type exact sizes into their dimension labels (for the curved wall and the spiral stairs, only the height).

The test character walks up stairs

Play From Here used to stop at the first step of any staircase. Now it walks up and down steps as high as max_step_height (0.3 m by default), a new player metric. Stairs warn when their steps are higher than that, so the warning and the character go by the same number, just like the jump check and the jump. It only steps up on the ground, so jumps are unchanged.

Still just Godot nodes

Underneath, the wedge, arch and curved wall are plain CSGPolygon3D nodes, and the spiral stairs are a CSGMesh3D, with their shape saved in the scene. To check, I removed the plugin's scripts from a saved scene and opened it again: all four shapes came back exactly the same.

Some Godot things I learned along the way

  • Stairs with a capsule CharacterBody3D. The capsule's rounded bottom touches each step's edge at a slope steeper than floor_max_angle. So going up, move_and_slide() treats every step as a wall, and going down it lets go of the floor and the character hops down each step. What worked for me: when a move on the ground hits something too steep, cast a ray just past the contact point, and if there's walkable ground no higher than the step height, lift the body onto it and make the move there. Going down, if there's walkable ground within the step height under the body's center, settle the body onto it instead of letting it fall.
  • CSGPolygon3D profiles built in code. If your u/tool script builds the polygon from its own properties, Godot's polygon point editor still shows up when you select the node, and points dragged there get overwritten on the next rebuild. Overriding _is_editable_3d_polygon() to return false hides it (you need u/warning_ignore("native_method_override") on it).
  • CSGMesh3D needs a closed, consistently wound mesh (Godot's front faces are clockwise). Since 4.4, CSG runs on the Manifold library. When one wall segment of my spiral stairs had flipped faces at the 360° seam, the CSG result just came out empty.
  • Arch collision. A single convex hull fills the doorway, so when you freeze an arch with per-primitive collision, it's split into convex pieces: two jambs plus one piece per arc segment. Spiral stairs get one piece per step.

Next

Next up are trigger volumes and better collision options, the other two things I promised. Which triggers do you actually use when you block out a level? Spawn points, kill zones, checkpoints, camera zones, something else?

Godot 4.6+, free and MIT licensed.


r/godot • • 9h ago

selfpromo (games) Free Demo: Top-Down Destruction Roguelite made in Godot

169 Upvotes

You're an armored bulldozer against a whole town who is out to get you, from the local police to the National Guard. Lots of destruction and explosions.

It would mean the world to me if you tried it. Thanks!


r/godot • • 14h ago

selfpromo (games) Finally got ship to ship combat working.

326 Upvotes

r/godot • • 2h ago

selfpromo (games) Demo we need feedback =D

23 Upvotes

We got our demo out on Steam with online!!!! Yep, perfect timing, just not in time for the Steam Fest haha.

Some of you might have seen our itch.io demo; I still need to update it tomorrow; I am too tired now haha.

We hope to get some feedback on the online; we are polishing the split-screen aspect still; we will update it tomorrow, we hope.

Any feedback is welcome!

Steam demo: https://store.steampowered.com/app/5392630/MALMORT_Demo/


r/godot • • 3h ago

selfpromo (games) After 2 years I've finally released my game's demo, where you can care and collect cute little guys!

19 Upvotes

I just released my first game’s demo for Marimomo!

I want to welcome new players to the world of Marimomo, where you can care and collect momos each day, and have them by your side as a desktop overlay. This game was made with Godot by HUMAN hands!! Marimomo’s demo features 30 other momos to discover, and 50 decor items to unlock. This little project of mine has taken 2 years, nine beta testers, two months of playtesting and bug fixing, and a whole cast of amazingly talented creatives that have helped make this game the best version it can possibly be. Any feedback and reviews are deeply appreciated 💚

🌱 Steam: https://store.steampowered.com/app/5109980/Marimomo_Demo/?beta=0 🌱 Itch: https://guavagarnet.itch.io/marimomo-demo 🌱 Trailer: https://youtu.be/zHl8zLRKbbY?si=ALGelzPEsSZp1W7h

Thank you so much for everyone who has followed, shared, and waited for the demo so eagerly! I don’t think I would’ve persisted in getting my first little game out unless it had others who wanted to play it just as much as I have. I deeply appreciate your patience, and I hope you enjoy this small slice of the full game! 💚


r/godot • • 3h ago

selfpromo (games) Cassette Beasts 2002 Showcase

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17 Upvotes

Hey, Cassette Beasts dev here! We've released a 8~ minute long showcase video showing off some of the features and gameplay in our upcoming sequel to the first CB game, Cassette Beasts 2002. We hope it's informative for people familiar with the series and for first-timers who have no idea about Cassette Beasts.

The game is made in Godot 4 with console ports in the works, online multiplayer and crossplay.... it's very ambitious! Since this is a dev-focused subreddit I am happy to answer any questions you might have about the development of the game.


r/godot • • 18h ago

selfpromo (games) When all the features of your game come together

252 Upvotes

Finally got all the systems of my game behaving nicely with each other long enough to record this clip. So happy with how it came out I made it the intro of the trailer.

Wishlist for the demo next week, game can be found here: https://store.steampowered.com/app/5410080/The_Shrink_Gun_Game/


r/godot • • 1d ago

discussion AI assisted/generated games don't belong on this subreddit

1.4k Upvotes

AI assisted games are flooding Steam and now flooding reddit with low quality slop. There are already subs specifically for these types of games and content so there is no reason to let them flood this subreddit as well. Human made games and human game dev activity are what defined this community and what I believe gives it value and AI usage in any form directly detracts from that. Reason being AI users are actively avoiding learning how to make games and in doing so also avoiding making games themselves. So we must ask ourselves: do we want to let our community become diluted by people disinterested in the activity that defines it? LLMs don't need game engines after all, humans do.

Furthermore machines that can solve millennium prize problems are not "just tools". They are smarter than you and the Works these machines create for you can be appreciated elsewhere like r/aigamedev.

thoughts?


r/godot • • 6h ago

selfpromo (games) Little Froggy Game I'm working on

18 Upvotes

Little froggy game I'm working on xD


r/godot • • 17h ago

selfpromo (games) I finally started working in my game

154 Upvotes

Well, actually, I started like 6 months ago, but I wanted to start sharing some progress, progressively... xd

Here I just wanted to showcase the movement and cut-out animations (pixel art animation is way too hard lol). It also shows the most basic weapon I added

I want my game to be just a local multiplayer couch game. I want to keep it simple, but the idea is simple: deathmathc free-for-all, the first one to get X points wins, one map per match

I know, by the look of it, it doesn't seem like a lot, but I spent 70% of the time learning (Godot & Pixel art, I already know how to code), and recently I started making more progress that I'll share as time goes on


r/godot • • 12h ago

selfpromo (games) My Three Kingdoms roguelite made in Godot 4

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39 Upvotes

Every figure is modelled in Blender and baked into the battle board; the attacks are mesh-and-shader VFX. The web build streams its art in packs so the first fight starts quickly.

Free demo (browser, Windows, Linux): https://joshdagosh.itch.io/yuxi

Happy to answer questions about the web export, the packs or the Blender pipeline.

Any advice would be helpful! Please try out my game. It's free.


r/godot • • 18h ago

selfpromo (games) Had the art done a while ago so I decided to turn it into a little weekend project to learn UI!

123 Upvotes

I'm not a programmer and there's a lot I would still like to add, but I'm happy for now, really learned a lot!


r/godot • • 19h ago

discussion I am the only one that didn't know that

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152 Upvotes

this cold have saved me so much time.


r/godot • • 1h ago

help me What is chatgpt doing with my godot vfx ?

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• Upvotes

r/godot • • 3h ago

selfpromo (games) Just entered the "worst" game jam

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6 Upvotes

made this for a “worst game” jam (https://itch.io/jam/your-worst-ideas). you do grandma’s chores (shoot shoppers, climb a giant scratching post, fight a librarian who goes SHHH) and every now and then she gives you advice that actually comes true. W goes backwards, floor is lava, your head’s upside down, all at once sometimes.

art is watermarked google images and all the sounds are me with my mouth lol

play it here https://raspberry-pip-games.itch.io/grandmas-to-do-list


r/godot • • 3h ago

selfpromo (games) Breaking a giant suspicious bell. What could go wrong?

7 Upvotes

You know the urge in a game to do things that are obviously bad ideas, but you have to know what will happen. One more use in the game of Godot's particles system for both the atmosphere and the bell VFX! I love using it.

Any feedback on the bell is welcome!
Cheers :)

Store page link: https://store.steampowered.com/app/4174420/


r/godot • • 1h ago

selfpromo (games) Using the video editor in my game to create screenshots/clips

• Upvotes

I should probably stress that it's not a full blown version of Premiere Pro inside my game. But it does capture the last 30 seconds of gameplay and allow you to edit and save those captures into a screenshot or video file. You can apply filters, change playback speed and camera angles, turn off effects and more.

It's been extremely helpful during development too. Not just for screenshots and clips, but getting a better view of the environments and being able to see what's working and what isn't.

It's pretty easy to do too, just track the state of your game over the last 30 seconds and allow it to recreate those moments again as you scrub the timeline. Keep references to where everything was at and the state it was in when you initially paused so you can go back to the game. But when you have a clip or screenshot you like, Godot saves it as a file to your device.


r/godot • • 21h ago

selfpromo (games) Paper Marbling Sim

166 Upvotes

r/godot • • 1h ago

help me Should I do my whole game on Control nodes?

• Upvotes

I am pretty new to Godot and I am working on a small 2D turn based strategy game. The gist of it is that player builds a dungeon room by room by selecting a new room from a set of three and placing it on the dungeon.

The issues appear when I want the nodes from the game (Node2D based) to interact with the UI (Control based). When you make one a child of another, weird side effects start to show (positions change weirdly, input events get lost, etc).

Another thing I am noticing is that a lot of things I implement for my game nodes are basically UI element functionality (drag&drop, outline on mouseover, highlighting selected node, changing cursor type based on selected node and targeted node).

Would it make sense to just switch to Controls entirely? I am too new to Godot to understand.


r/godot • • 1h ago

selfpromo (games) I made DOOM-style limb dismemberment effects in Godot for my game.

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• Upvotes

Godot is a fantastic game engine, and I’ll keep using it to develop my game.I set up two models: a complete one and a damaged one. When the character gets hit, I instantly switch between them and also spawn the broken fragments with physics applied.


r/godot • • 7h ago

selfpromo (games) Stage for Godot (rendered with Blender Eevee)

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11 Upvotes

I'm a night watchman and I've been patrolling the grounds every night for two years, but I'm also a 3D modeler with over 6 years of experience in low-poly and I'm creating a game. What do you think?


r/godot • • 21h ago

selfpromo (games) Airport simulator in Godot

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161 Upvotes

The first month of development in Godot.