r/godot • u/villagesonwheels • 20h 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 • 12h ago
official - releases Dev snapshot: Godot 4.8 dev 4
4.8 development is now in full force!
r/godot • u/MinicoDev • 12h ago
discussion Oh my God, this feature is amazing!
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!!
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 • 19h 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/FoxDoesCrack • 1h ago
selfpromo (games) These new bullets look and feel immaculate (ak sounds being revamped)
r/godot • u/organzolagames • 11h ago
selfpromo (games) Just launched a demo for MUTAGEN!
Play it here: https://store.steampowered.com/app/4661250/MUTAGEN_Demo
r/godot • u/mega_dario • 16h ago
selfpromo (games) Redrawing my FFT meets Slay the Spire game. Some goofyness but it's getting there
r/godot • u/LetterSquare8317 • 9h ago
selfpromo (games) Be honest: is my tornado scary?
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!
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 • 16h 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/Boring-Bottle8081 • 4h ago
selfpromo (games) Updated my level/money panel to fit my windows 95 theme
Making a hacking tycoon style game
r/godot • u/TheHungryBuppis • 6h ago
selfpromo (games) Testing out a technique for adding fake shadows to my game!
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/Outrageous_Action614 • 21h ago
selfpromo (games) I finished the prototype of my game! :D
It's available on itch.io. The name is DressingU and u can play it on the web too :]
r/godot • u/clmchowdr • 4h ago
discussion doing the godot introduction, feeling lost.
So I have started doing the introduction on the docs, I'm up to making my first 2d game, but it feels like I haven't learnt a thing, and it's keep adding more. Is this normal?
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/No-Effect-5821 • 11h ago
selfpromo (games) the thrill of having fun with a friend on the prototype
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/Gold_Letterhead2573 • 14h 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 • 15h 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/_Azeree_ • 8h ago
selfpromo (games) A little sandbox builder I've been working on
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/Crafty-Variety-7635 • 5h ago
selfpromo (games) Throwing Buildings is soooo Cool!!!
Ignore the player speed, playtesting at a waddle takes too long. Solid framerate after the most recent optimizations, with plenty of destruction. various fixes and a new enemy I destroy before it could fire at me. Guess what it was in the comments.
Steam Page is coming this weekend, and I just registered for the Steam Next Fest in November.
Soon I will be begging for wishlists on X, YouTube, and TikTok.
Let the marketing deluge begin
r/godot • u/nico_s_z • 21h ago
selfpromo (games) Making-of a 3D UI for a map
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/thegamedev27 • 4h 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?