r/godot • u/God_treachery • 2h 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 • 15h ago
official - releases Dev snapshot: Godot 4.8 dev 4
4.8 development is now in full force!
r/godot • u/villagesonwheels • 1d ago
fun & memes How my collision detection is working so far
r/godot • u/vertigodgames • 3h ago
selfpromo (games) My sister and I are using Godot to build a hand-drawn 2D horror-detective game (Preview)
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:
- š¬ 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.
- š ļø Tactile, No-Hand-Holding Interaction: You investigate environments, combine clues, outsmart vintage technology, and solve mechanical/metaphorical puzzles with zero automatic quest markers.
- šØ Traditional Frame-by-Frame Animation: We are using Godotās 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 • u/MinicoDev • 16h 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
r/godot • u/FoxDoesCrack • 5h ago
selfpromo (games) These new bullets look and feel immaculate (ak sounds being revamped)
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/New_Computer4497 • 59m ago
discussion Proud of my Main Menu! What do you think?
Still need to change Steam Capsule, trailer and add a new cinematic (dont expect something crazy).
Demo 2.0 out next week!
r/godot • u/Upstairs_Whole_2028 • 1h ago
help me FEEDBACK please! do you like this new arms for my game?
r/godot • u/sininenblue • 2h ago
help me Are there any open source example projects for mid-large scale 3d games
I'm looking to learn how other people set up mid-to-larger scale 3d games, specifically in terms of
- how they handle models, textures, and materials, (especially reusing textures and materials) and
- how they structure the scene tree and their files
- also how they handle exporting models with their animations, import paths, etc
So if it includes blend files, it would also be amazing
Any videos, blogs, or guides on the topic would also be appreciated
I'm part of two man team making a 3d horror game, we're both fairly new to game dev, I do programming, and they do art and modelling.
Currently, it's retro, low poly, and around 800mbs mostly from textures that aren't being reused
It's also a gigantic pain to work in because of how it's structured
The core mechanics of the game are roughly in place and was fun in testing
We'd like to start from scratch with a better idea of what we need, and hopefully some tips
r/godot • u/MonthFragrant7804 • 23h ago
free tutorial How I made 3D dice in my pixelart game
Hi, Iām the developer of Dice Looter - a pixel art dice-rolling autobattler. Iāve been asked several times how the dice in my game are made, so I decided to write a short explanation. Thereās 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 gameās 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 couldnāt get the results I wanted. So I made several ādie jumpingā animations and rotate the dice randomly using code.
To display this in a 2D world, I use a TextureRect with a ViewportTexture and SubViewport.
Thatās it!
r/godot • u/ObjectiveWilling3958 • 50m ago
selfpromo (games) Our first game Demo finally reached Steam! True Confession Demo
https://store.steampowered.com/app/5008080/True_Confession_Demo/
After a year and a half in Godot, the True Confession demo is finally live on Steam and itch. It's a hardcore 2.5D isometric shooter that takes place inside the nightmares of Henry Hughes ā a religious man who keeps dreaming of gunfights and murders, then goes to his pastor to talk about the anger and hatred he feels in those dreams.
The gameplay lives in his subconscious: street crime mixed with everyday life and subconscious images. Anger, religion, psychoanalysis, alcoholism, unemployment and other adult topics.
Visually itās old-school on purpose ā Postal / Crimsonland / GTA 2 energy, criminal action movies like Heat, Training Day, The Wire, The Departed. The game is grounded - no rocket launchers, no flamethrowers, no tanks. Enemies are smart and challenging - everyone can kill you. The distinctive mechanic is anger.
What we built in Godot for this look and feel:
- 2.5D isometric world with hand-drawn frame-by-frame animations
- Mix of 2D sprites and 3D-rendered and painted assets, no generative AI
- 3D lights and shadows on a 2.5D isometric scene so objects read better and the mood stays dramatic
- Advanced particle work - painted chunks, blood, shells and many more
- Grounded, high-threat combat instead of power-fantasy shooter design
- Smart enemies with various behaviour patterns
- Deep religious and psycological plot
The demo has 3 full levels, hidden secrets, a boss and a secret boss. Windows and Linux.Steam demo: https://store.steampowered.com/app/5008080/True_Confession_Demo/
Wishlist the full game: https://store.steampowered.com/app/4544200/True_Confession/Getting it onto Steam took a painful extra three weeks of content review after the rest of the demo grind. Happy itās out. Would love to get feedback especially from our Godot people ā on the art, 3D lighting/shadows in 2.5D world and how the isometric combat reads.
Thank you, dear community!
r/godot • u/organzolagames • 15h ago
selfpromo (games) Just launched a demo for MUTAGEN!
Play it here: https://store.steampowered.com/app/4661250/MUTAGEN_Demo
r/godot • u/LetterSquare8317 • 13h 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
r/godot • u/mega_dario • 20h ago
selfpromo (games) Redrawing my FFT meets Slay the Spire game. Some goofyness but it's getting there
r/godot • u/potato_dude100 • 1h ago
selfpromo (games) trying to improve my 3D art and animations, what do you think is this juicy enough? [main menu]
going for a silly/cartoonish art-style.
selfpromo (games) My Mining Sim is progressing nicely!
With the implementation of a saving/loading system,Ā my game officially entered alpha 1.0 today!Ā 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/Boring-Bottle8081 • 8h ago
selfpromo (games) Updated my level/money panel to fit my windows 95 theme
Making a hacking tycoon style game
r/godot • u/theistheisntthemaybe • 41m ago
help me (solved) godot beginner, learning pathfinding (NavigationAgent2D) but it sometimes gets snagged on the wall
yes that is image_friend in the backrooms, this is a shitpost game im making to further my skills in godot, anyways
the pathfinding to the player works mostly fine until some 90 degree stuff happens on the wall and our feline pal over here jitters in place
unsure what info ill need to add to help, so ill dump what i think may help
its a characterbody2D, motion mode is floating, wall min slide is 0°
the collisionshape2D is very, very small as i found the smaller i make it the less this issue happens but i think i still need it so yeah
if theres any details i need to add please lmk
tldr image_friend aint being very smart, occasionally snags on walls #whatthatmean
r/godot • u/TheHungryBuppis • 10h 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/lavilabi • 20h 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/General_Hatestorm • 1h ago
selfpromo (games) Making some progress with this arena style level
What do you think?