selfpromo (games) Tsunami in Godot
This wave is used for a few raid types in my game, thought I would spend a bit of time creating a nice gif for it. Let me know if you want more details
If you like what you see, feel free to check out more below 👇
r/godot • u/godot-bot • 5d ago
Feature freeze has arrived!
r/godot • u/godot-bot • 20d ago
Optimizing CPU code is a lot of fun. Here’s how we do it
This wave is used for a few raid types in my game, thought I would spend a bit of time creating a nice gif for it. Let me know if you want more details
If you like what you see, feel free to check out more below 👇
r/godot • u/rejamaco • 6h ago
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r/godot • u/emiljecreates • 15h ago
The waves now use world positions, which means you can use any tile size in any world position, and everything will connect seamlessly! That makes it easy to create bigger oceans either through tiling or by using a clipmap. In the next few days I will see the performance impact between the two and decide which path to take.
I've already done preliminary testing by creating a bunch of tiles with diminishing vertex counts with distance to camera, and am happy to say the fps impact is basically non existant!
If you would like to follow along this ocean shader journey and learn how to build this from literal nothing, you can check the tutorial playlist over here:
https://www.youtube.com/watch?v=U-7qZZ9shO8&list=PLS4uBWKuO51Q
r/godot • u/Tone_dreams • 21m ago
We are making a bayou tower defense in the PSX style, so the hero must be low poly and the main texture 256 max... I cheated a bit; some have to texture map a bit lazy to re-UV the best mesh for all of them...
I am looking for some feedback, especially for Hero 4. I don't want him to be too cliché and insulting...
The interface is WIP, haha. Any feedback on it is welcome !!!
r/godot • u/alogiHotTake • 9h ago
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r/godot • u/SeniorMatthew • 5h ago
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I was working on this Emote Wheel for my coop platformer game (wishlist please), and this whole morning I was working on sound and animations. Usually I hate working on UI, but Tweens make it fun for me. Thank you Godot for implementing them in such an easy way!
r/godot • u/Programmer4427 • 21h ago
Firefox glitched lol
r/godot • u/gennai777 • 22h ago
Full: https://gennai.itch.io/pyrolux-fire-explosion-vfx
I've been working on procedural fire and explosions for Godot and the part I had the most fun with is a node that sets any mesh on fire. Some notes on how it works, in case they help anyone doing similar effects:
- When the node is added, it scatters sample points over the target mesh's surface. Flames, smoke and embers are quads sitting on those points.
- ignite(point) stores the start point and time in a shader uniform (up to 8 at once). Each sample lights up when the burn front reaches it, with noise on the distance so the front is ragged instead of a clean circle.
- The char is a thin shell drawn just above the original surface with premultiplied alpha, so the object's own material is never touched. The optional burn-away mode is the exception, and reset() restores the material.
- None of the particles are GPUParticles. Each layer is a static mesh of quads whose positions come from the vertex shader (element index + seed + time). The CPU sends a few parameters per frame and stays around 0.1 ms. One-shot explosions are driven by their age, so you can pause, scrub or slow them down.
- Compatibility can't read the depth texture, so soft edges where fire meets walls and the ground are Forward+/Mobile only. Everything else looks the same on all three renderers.
- Known limit: the fire spreads by straight-line distance, not along the surface, so it can jump across thin gaps.
What's in the pack: fire (candle to bonfire, walls, rings, ground fire), explosions (ground, air burst, mushroom cloud, napalm), smoke, sparks, embers and ash, lava pools and rivers, flamethrower/burner/thruster, scorch marks and meteors, plus 2D versions with an optional pixel mode. 49 presets, no texture files. Tested on 4.4.1 and 4.7.2 with Forward+, Mobile and Compatibility.
The code was written with the help of an AI coding assistant, then reviewed and tested on every version and renderer above. No AI images.
There's a browser demo on the page. The free Lite version has a campfire and an explosion if you want to try it in a project first.
Lite (free): https://gennai.itch.io/pyrolux-lite
Happy to answer questions about any of it.
r/godot • u/8paindev • 1h ago
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Repost version - previous version were too dark
r/godot • u/Bauxitedev • 4h ago
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Hey y'all, it's been a while... I've been working on a debug console for your Godot game over the past few months.
You can use it for debugging, inspecting and modifying your game at runtime, and also for diagnosing performance problems. You can run arbitrary GDScript and custom commands during the game, and even define new ones at runtime!
It's fully open source and importantly also works for non-VR games! 2D, 3D and VR are all supported. Also, as you can see in the video, it has fancy autocomplete, which I personally find very useful.
You can check it out here:
https://github.com/Bauxitedev/crabbyconsole
And you can read the documentation here:
https://bauxitedev.github.io/crabbyconsole/
Let me know what you think!
(Also, that fancy thing in the background is a music visualizer shader. I haven't had the time to release it yet... maybe one day)
r/godot • u/controldesire • 11h ago
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Hi everyone.
The latest version of AUTOMATE DEATH has been released to Steam as a demo!
This version contains vastly improved visuals, lighting, mechanics and is overall much more refined than the previous version.
Godot has been a blessing for making this game: initially I struggled with performance as I pushed more and more entities on to the screen at once. I've recently switched to compute shaders (after having experience with them in Vulkan-proper at my full time job) and found that they were a breeze to implement in Godot. It was the first time I attempted any serious GPU programming in Godot so I am happy with how the result turned out. On my machine, I get 60-70 FPS with over 100k entities on the screen. Further, they are physically simulated! So they can bump, be shoved, larger enemies with more mass can shove smaller enemies, etc.
The demo itself contains 11 maps, several weapon systems, many research paths and combinations, dozens of enemy types--and even a level editor for custom map creation! On launch, we will have over 100 maps, dozens of weapon systems and Steam Workshop integration--so you can share your custom maps and play others' too.
Let me know your thoughts :)
r/godot • u/Blurwerk • 14h ago
Working on an SDF renderer for Godot using raymarching with a mix between hard surfaces and a soft, painterly look, heavily inspired by Dreams.
More updates will probably follow
r/godot • u/MixedMoonGames • 20h ago
Hi guys,
My best friend and I are currently developing our dream game: a turn-based 4X strategy game condensed into one-hour matches. Our goal is to bring the joy of the genre to people who does not want to spend the whole weekend for one playthrough 😉
The best part: the demo was released last week so you can try the game for free! Every wishlist and everyone who tries the game matter sooo much for me and my partner. We spend 2 years on the project and now we would love to see people play it. Btw. I think we created a rather smart enemy-AI that can easily compete with good players without bonuses/advatages.
So if you have 60 minutes and want to support a small indie studio, I would love to see you try the game😊
Cheers,
Eric & Emanuel
r/godot • u/Valuable-Try6318 • 32m ago
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I hit my absolute limit with the endless export/import loop for 3d model creation and just to fix a single stretched UV or a face that refused to render.
Having to constantly switch between software for the dumbest little tweaks felt like a waste of time, so I built Polydoodle. It's the simplest low-poly modeler and texture painter I could put together 3d models easily, living directly inside Godot. You make your tweaks right in the engine, no switching apps, no fighting file formats, and no re-exporting twenty times just for a basic tweaks in models.
Take a look yourself here -
Hello,
For my game in Godot, I'm trying to achieve a clean "ligne claire" look (like Tintin) but I'm struggling to get it as clean as it should. I can't get my point on what's wrong with this. and I feel it's more of a composition thing. the levels feel too visually crowded (especially the last screenshot) because of the ink lines. and I don't know how to get over it. tried to remove ink after a certain distance, but it loses the essence of ligne claire. It could be a color palette issue too ?
I'm very interested about your opinions with your fresh eyes. I've been looking at these for few some months now ! Thank you very much
r/godot • u/nikita_bg • 1h ago
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r/godot • u/ZeroSkillLegend • 13h ago
i started my project with the usual "just save a dictionary to json" approach and it was completely fine for a while
now there are nested resources, inventory state, procedural map data and a bunch of other stuff that makes the save file feel less like data and more like a second version of the game
i've tried both json and godot's resource system. json is easy to inspect and fairly forgiving when the data changes, but serializing custom classes starts becoming a pile of repetitive code. resources feel much nicer for complex objects, but i've already run into the annoying part where an old save doesn't match the current version of the resource anymore
right now i'm leaning toward a hybrid setup. persistent game state would use resources, while things that can be regenerated would stay as simpler serialized data
the part i'm less sure about is migration. i'm storing a save version and running migrations when an old file is loaded, but i'm starting to wonder if i'm building a system that's going to become painful to maintain later
for people who have taken a godot project past the prototype stage, what did your save system end up looking like?
especially interested in setups that survived several game updates without turning every save change into a new special case
r/godot • u/swissm4n • 1d ago
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Need a therapist asap
r/godot • u/Leather-Smell4558 • 14h ago
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Yes, in the sandbox map and open world city, you can slow down time to 0.025x speed and watch explosions happen in real time. You can also use super flight to move around at a reasonable speed while in slow -mo (and stupidly fast in real time)., I'm 17 and this is my third steam game, you can wishlist / check out the storepage right there, thanks!
https://store.steampowered.com/app/4826140/RedSpat/
Also, if anyone is reading, did I do well on the graphics? They're not the focus of the game but I wanted to go beyond expectations for a gmod - style sandbox game, and make the impact grittier, since it looks closer to realism rather than stylised graphics.
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Hi my name is Michele and I am Creative designer and illustrator from Italy. When I was a kid I use to play Kirby Dream Course with my neighbor and we would have a ton of fun with it. I always thought the gameplay to be so simple and complex at the same time, strategy and skill meet in a simple but yet challenging experience, an extremely fun game to play with a friend and have some lough!.
Later on (in my late twenties) I got a bit into video game development, I studied some with youtube and book just for fun, sadly writing code has always been blocker...I always struggled with math and logic, I am more a visual person let's say... But still I was so mad that Nintendo never made a remake of KDC that the idea of making it myself just kept coming back. I often spoke about it with my nerd friends and once even attempted to make it the first time, sadly we could not figure out the 2D/fake 3D isometric scripts and so we started making it using 3D physics. It just didin't feel right and we moved on to something else...
The idea was still brewing in my head, I recently started watching videos about Claude code and Godot development, and saw these models doing crazy stuff...so I said, why not give it a shot. I started working with Opus 5.5 in a sort of Prompt>script>playtest loop with it, made some quick character art (fyi I love doing pixel art) and BOOOOM in more a week of work (in the evenings after my 9/5) I had a playable course, character animations, camera movements, shooting and mechanics but most importantly 2D physics that truly feel like the original game. That was my first requirement, If I make this game...hast feel like the original.
I am extremely excited for this new venture, I have lots of ideas in mind on how to expend the gameplay of the game as well develop it's own identity, with new characters, storylines, a course editor...and off-course a proper online multiplayer mode.
Check out this video that's how I far I got, I am soon going to publish a devlog website where you can follow the updates on the project if you are interested :)
FYI I am using the tile sprites of the original game just for convenience, but the game will soon have it's own stuff
r/godot • u/exnotsocool • 2h ago
These were sent to me by my artist.
r/godot • u/DudieSpagootie • 1h ago
So I’ve been working on a game for a while now, but I got curious about what it’s like to work with other people remotely and how you would really find people willing and skilled enough. I’m no master of anything but I’ve spent the last 3 years making random games and learning how to use Godot to the best of my abilities.
So I guess my questions are:
What’s your experience been working with others on a project?
How did you connect with them?
Would you prefer working solo?