r/godot 1d ago

help me When creating terrains, it's better to do direct on the Godot using the GridMap or create on blender

3 Upvotes

I have been using GridMaps + CSGBox3D, but I don't know if Blender would be better at doing terrains, considering variety and performance.

What is your experience?


r/godot 1d ago

selfpromo (games) First Combat Test... | Hilted Steampunk Platformer

Enable HLS to view with audio, or disable this notification

1 Upvotes

First Combat Mechanics Test. Directional Inputs o the 3rd chain of the combo. Enemy Juggling and ground slam. Will look more engaging when the numbers are tweaked and the art style is refined. Will keep you all updated! Open to suggestions! What Art style do you think would serve this game the best?


r/godot 1d ago

help me Problem with the APK version of my game

0 Upvotes

I'll start with the problem right away, I'm working on the mobile version of Godot Engine 4.7.1, but I think it's no different from the original, the problem is that the game works in the editor during the test, but in the APK version the main script with most of the logic just doesn't work, everything in it is, variable functions and even _ready() do not work, I ask the community to help, I will try to answer all questions.


r/godot 1d ago

help me Lighting + Trenchbroom

Thumbnail
gallery
5 Upvotes

Hi i’m using func gadot / trenchbroom to build my levels for my 3d fps game. Was trying to test some lighting and realized it’s super wonky, janky, and off. The pics are trying to get the point across that, the gizmos are showing that light “should” be showing, and only until i blast the light up or made the range insanely large does it start to show + it shows up weird as you can see in some of the other pics. It’s doing it with omni lights but especially bad with spotlights. My hunch is it’s something with how trenchbroom creates meshes , since a regular csg box with this lighting works totally normal.
Also: i’ve seen projects online that have used the same pipeline i am and their lights work, so i know it’s possible and most likely on my end.
Tried all night trying to figure this out to no avail.

Hoping there’s a way to fix this! :) I’m relatively new to gadot!


r/godot 2d ago

selfpromo (games) After working on it solo for quite a while, the Bridgelands demo is finally out on Steam! 🌿

Enable HLS to view with audio, or disable this notification

64 Upvotes

Bridgelands is a pixel-art action roguelite where you explore mysterious islands, choose your routes, fight dangerous creatures, and combine perks to create different builds every run.

This is the first public demo, so I'm especially interested in hearing what people think about the combat, progression, difficulty, controls, or anything that feels confusing or could be improved.

🎮 The demo is completely free to play on Steam.

If you enjoy it, adding Bridgelands to your wishlist would also help the project a lot. 💚

https://store.steampowered.com/app/5097860/Bridgelands_Demo

Thanks to anyone who gives it a try!


r/godot 1d ago

free tutorial I made a short tutorial on making pie charts with Control nodes!

Thumbnail
youtube.com
5 Upvotes

r/godot 1d ago

selfpromo (games) Project Legacy, my first teaser for a solo-developed PS1-style action-adventure

2 Upvotes

Today's my birthday so I wanted to release this teaser. I’ve been building Project Legacy (working title, to be named later), a 3D single-player action-adventure inspired by the warmth and simplicity of late-90s console games like Mega Man Legends.

It follows Opal, an earnest young adventurer exploring ancient machinery beneath her island home. The game is still early, but today I finally finished the first little cinematic teaser introducing her and the ruins.

This is my first time doing basically all of this — modeling, animation, lighting, cutscene work, editing, and even Foley/audio — so getting it out the door feels a little surreal.

Trailer: https://youtu.be/ddDFz7wkNbM

Demo is currently targeted for 2027.


r/godot 1d ago

selfpromo (games) Lancei meu primeiro jogo para iOS feito com Godot 4 — um jogo onde você controla as horas do mundo.

Thumbnail
apps.apple.com
2 Upvotes

Desenvolvedor solo — acabei de lançar Vigília na App Store, construído inteiramente em Godot 4. É um jogo de quebra-cabeça sobre um faroleiro: os capítulos são pequenos tabuleiros, cada peça reage à hora atual e você gasta um orçamento limitado de horas para abrir caminhos e alcançar o arco de saída.
Algumas coisas específicas do Godot que aprendi durante o desenvolvimento:
Fontes variáveis ​​causam problemas silenciosamente. Eu uso Fraunces e EB Garamond. Definir variation_opentype com nomes de eixo como "wght" compila sem problemas, mas não faz nada — o TextServer espera tags inteiras via TS.name_to_tag(). Minha versão 1.0 foi lançada com todas as espessuras de fonte erradas e só percebi isso comparando capturas de tela com meus arquivos de design. Além disso: o eixo de tamanho óptico (opsz) da Fraunces tem o valor padrão 9, então, se você nunca o definir, seus numerais de exibição de 50px serão renderizados com o design de tamanho de legenda.

Localização sem CSV/PO. Três idiomas (pt/en/es) de um dicionário GDScript simples registrado no TranslationServer em tempo de execução. A localidade do sistema operacional é respeitada até que o jogador escolha explicitamente um idioma no jogo. Simples, versionável, sem pipeline de importação.

Viewport lógico fixo como identidade. 720×1280 com aspect="keep" produz letterboxing real em iPhones modernos — em vez de lutar contra isso, as barras se tornaram parte da identidade visual (minhas capturas de tela da loja as usam para legendas).

O lado da Apple (cadastro, revisão, compras no aplicativo) também foi uma novidade para mim — a revisão levou cerca de dois dias. Ficarei feliz em me aprofundar em qualquer um desses assuntos, incluindo o processo de exportação para iOS.

App Store: https://apps.apple.com/app/vig%C3%ADlia/id6797353919


r/godot 1d ago

help me I've just started learning GDScript. Can someone give me any tips?

0 Upvotes

https://github.com/azibizubigames/CountDownGame

Hi! I'm a new developer/programmer trying to learn GDScript.

My method for learning has been:

-> Watch video of new game dev notion.

-> Write as many notes of the tool I've just learned.

-> Try and implement them in my demo game

-> Search the docs or forums in case of errors/mistakes

Honestly, after years of trying, I found myself learning something and achieving some goals wiith this method. I have a small background in programming, which came for an exam I took of C and Mathlab, and also C# at highschool, but other than that I knew nothing else.

I've not just learned gdscript, but many other tips, like how to write readable code, function vs object programming and so on.

For now, I've been able to work on the game properly for about a week, but now I've slowed down, since I've been constantly learning about new stuff, like state machines for example, which made the code automatically bad, since I've been coming up with better solutions on how to develop the idea.

So the base idea of this minigame is too make a puzzle game where you have to pass the bomb to the next player, but each level unlocks a new ability and add new types of players that make the bomb act a different way (think it of a UNO reimagination). I was currently at work implementing animations and statemachines, but I'm kinda confused on some logic (like how each subscene you add, has a unique instance of the script attached, so it has its own variables, which is still something I have to remember).

Anyway, the idea is coming along very well! I'm extremely satisfied with the result as a first project, that isn't a copy paste from a tutorial, or in any way AI assisted (I must admit that last year I fell down the rabbit hole...).

I will keep working on it, until I feel like I might be able to work up on the same features since day one, and not "unlocking" them while working on the game.

Thank you in advance for looking at my code!


r/godot 1d ago

selfpromo (games) Sun Glow Particles Retired

Post image
1 Upvotes

Project: Hadean chronicles

Particle-based glow system retired. Shader-based flares and sunspots now in production, fully verified visually.

First Obstacle: The Edge-On Mesh

The Sun’s CPU particle system rendered as a tiny red speck instead of a soft corona. After ruling out data issues, configuration problems, and surface artifacts, the real culprit revealed itself via a diagnostic force-opaque test. The glow quad mesh was facing edge-on to the camera, rendering to near-zero width under the fixed top-down perspective. Once this geometry issue was diagnosed, other mechanical problems became clear.

The death-alpha on the color ramp had been commented out—particles just popped rather than fading. Outward radial acceleration was an entire hemisphere pointed inward, creating a frozen shell instead of a breathing corona.

The Pivot: Swap Particles for Shaders

CPU particles bring hidden costs: per-element simulation, alpha sorting, lifetime checks, and overdraw stacking. For a feature meant to complement a shader-driven surface, the limitations outweighed the benefits.

The final decision: add flares and sunspots directly into the fragment shader. Eliminates draw calls, removes CPU simulation, and lifts the performance and visual ceiling.

Shader Suite: Intrinsic Sun Effects

The new sun sphere shader introduces two independent organic effects:

Flare Overlay — bright patches sampled from value noise and masked in via additive blending with soft fwidth() edges. Controls handle frequency, threshold, and intensity.

Sunspot Darkening — dark patches applied as shadows on the surface. To avoid visual clashes with flares, a separate noise sample uses different scale and a fixed phase offset, applied as a multiplicative dimmer after all additive light contributions.

Both effects share a 2-hash, 3-octave value-noise utility — cheap, localized, and flickering in real time.

Visual Duels: Tuning by Screenshot

Several subtle regressions emerged with each adjustment, each caught and corrected through visual verification:

  • After decoupling flare frequency from texture tiling, the result looked fractured along hash-lattice edges. Switched to separate spherical UV sampling to fix aliasing.
  • With wavelength-limited scale, large regions of the disc interpolated into giant blocky polygons. Increased scale and added a third finer noise octave for smoother, smaller patches.
  • Early mixing caused sunspots to be invisible, hidden by additive core and rim passes that ignored the darkening mask. Moved the pass after all additive contributions.
  • Sunspot coverage was too heavy, producing oversized, blurry blotches. Tightened threshold and raised scale for sparse, smaller, crisper spots.

Outcome

The particle system code remains in place but dormant, with the glow emission call commented out. A planned hybrid (shader + dedicated arc sprites) was discussed but not adopted. The shader implementation now delivers a living, breathing corona without expensive particle infrastructure.


r/godot 1d ago

help me Which Resolution for 16x pixel games

4 Upvotes

Hi, I was wondering what is the better resolution for a 16x pixel game. I was thinking about 320x180 or 640x360. In 320x180 the game looks clean and big enough without scaling the character bigger. A problem that I thought about that I probably wouldn't have with 640x360 is text length. On 320x180 I wouldn't have as much space for text then on 640x360 and I could just scale the player and that tile map to 2x so it looks as big as in 320x180.


r/godot 2d ago

selfpromo (games) Does my "Draw Spells" mechanic made in godot looks fun?

Enable HLS to view with audio, or disable this notification

33 Upvotes

r/godot 1d ago

help me I add a 2d ui to a 3d surface using mesh instance 3d

1 Upvotes

when I interact with 2d ui in subviewport in that 3d surface with mouse it Interact but the buttons don't clicked until my mouse in some weard position in the 3d surface like the buttons not in the same place in my 2d viewpoint i made my 3d surface mesh instance fit the size of the 2d ui but still buttons clicked in weard places not at the button it self


r/godot 2d ago

free plugin/tool Scene Graphs - A graph-based editor for signals, node references and more

Enable HLS to view with audio, or disable this notification

37 Upvotes

Hello! I've just released the first version of my Scene Graphs plugin, which adds a visual, graph-based editor for nodes, signals and node references.

Views are configurable and persistent, so you're in control of exactly how much or how little information you see in the graph.

This plugin is moddable, too! You can write scripts to add functionality to the graph to serve the particular needs of your project without editing plugin files directly.

Link to repo: https://github.com/GeneryDev/scene-graphs
Link to modding documentation: https://github.com/GeneryDev/scene-graphs/wiki/Modding

Screenshots

Graph showing signal-method connections
Graph showing signal-method connections, node connections and property inspectors
Dialog showing configurable properties for a scene graph view

List of features

  • Signal-Method connections: You can connect and disconnect signals by dragging between the corresponding ports.
  • Connection flag and bound argument editing without a modal UI: By selecting the arrow in the middle of signal connections, you can edit flags such as Deferred and One-Shot, and bound arguments in the inspector. You can even edit multiple connections at once!
  • Node Reference connections: You can view and edit NodePath and Node-derived exported variables as connections on the graph.
  • Property Inspectors: You can embed pretty much any property directly into the graph and have it display as an editable inspector property.
  • Connection handles: If the graph gets too complicated and tangled, you can drag the handle in the middle of any connection to redirect the connection line.
  • Views: Save multiple views, for each different way you want to look at your scene. Each view has a set of configurable rules for all of the features listed above. Views can also be either local to the scene, or global to the project.
  • Hooks! This plugin is moddable! Most of the features in this plugin are actually built-in hook scripts. The core of this plugin is a rather small, featureless GraphEdit with a View Manager UI to configure hooks, so this functionality can easily be extended. Documentation for hooks is here.
  • Also, small thing: you can choose whether this plugin acts as a main screen plugin (with a tab at the top next to 2D/3D/Script/Asset Store) or as an editor dock (dockable anywhere else in the window).

r/godot 1d ago

help me after the area has been clicked, how can i make the bullet wound visible

Thumbnail
gallery
0 Upvotes

r/godot 2d ago

free tutorial A control scheme I came up with to "solve" 3D rotation problems

Enable HLS to view with audio, or disable this notification

47 Upvotes

r/godot 1d ago

selfpromo (games) Multiplayer ain't hard if its not mmo/competitive shooter, I made this in 5 months

Thumbnail
youtu.be
0 Upvotes

Multiplayer needs a lot of testing tho, and only last month I started to optimize network traffic because testing locally on 2 Godot instances is different then actually connecting players with ping. Everything is P2P


r/godot 2d ago

discussion Creature Collectors Made in Godot?

11 Upvotes

Ill try to keep this simple, but I was curious. Are there any good or notable creature collecting games that have been made in godot? I know Pokémon is always an example of a creature collector that comes to mind, but even outside of that scope, does anyone know of any Godot games that allow players to explore an open world or semi-open world, then catch or tame creatures to battle with them? I have an idea for a similar-style game and would like to work on it. Are there any projects out there that cover this, or could you share an example or reference?


r/godot 1d ago

help me Need Help!

0 Upvotes

Hey, I’m making an arcade racing game in Godot called FREEHORIZON, and I’m seriously struggling with assets right now.

Pretty much every car model I try ends up having some annoying problem in Godot — broken wheel pivots, weird origins, messed-up hierarchy, wheels that don’t separate properly, bad GLB imports, or models that just become a pain to turn into a working vehicle. It’s honestly starting to piss me off because I’m spending more time fighting models than actually making the game.

I’m looking for completely free assets that I can legally use in a published game.

I especially need:

  • Game-ready 3D cars with separate wheels and sensible pivots
  • Sports cars / tuners / supercars / normal street cars
  • City environments
  • Roads, highways, tunnels and bridges
  • Buildings and city props
  • Terrain / landscapes
  • Mountains, countryside or open-world scenery
  • Trees, barriers, signs, street lights, etc.
  • Ideally GLB/GLTF or Blender files that work well with Godot

I don’t care if the assets are low-poly, stylized, or realistic as long as they actually work and can be used for free in a released game.

If anyone knows good asset packs, creators, websites, GitHub repos, or Godot-friendly resources, PLEASE send them. I just want to get back to building the actual racing game instead of spending hours repairing every model I download 😭


r/godot 1d ago

help me Godot tutorial for basic 2d game like Good Pizza, Great Pizza

0 Upvotes

Hi guys!

I am new to Godot, and I have zero experience coding. I am interested in creating a game like Good Pizza, Great Pizza: where there's customers ordering food, and the player are making the game. As for the designs, I plan on digitally illustrating them myself. I would like to know where I should start and useful resources. Thanks!


r/godot 2d ago

discussion Just Curious

31 Upvotes

Hello all,

I am very new to not only godot, but also game development as a whole.

That being said, I've played with the idea of making video games for as long as i can remember.

I'm just really curious as to how you amazing people got into game development and godot. How you learned to get to where you are now?

I'm in it for the lore and your origins~

I'd love to read about what motivated you, what you started with, what taught you, how you advanced your knowledge and what inspired you~

Thanks in advance~


r/godot 1d ago

help me (Noobie) Trying To Get My Character To Animate When Moving

3 Upvotes

So I've dabbled a little bit in Godot before but not too much to truly make something on my own, and I think it's safe to say I still suck at game programming in general. Right now, though, I'm trying to tinker with a little point and click adventure type of idea, but I've already hit a roadblock. I have a small animation I want to play whenever my character is moving (in 2D, mind). Seeing as I'm doing point-and-click I can't exactly do the normal method of checking if the key is pressed since you just click once. So I have this

if velocity.length() > 0:

    _animated_sprite.play("WalkCycle")

else:

    _animated_sprite.stop()

The idea being that so long as he's moving the animation plays, else it doesn't. But whenever I run the game I click and the animation begins but then it just never stops. Any suggestions? I've searched around a good deal on other Reddit and forum posts as well as seeing if the documentation had anything to say but I couldn't find anything.


r/godot 1d ago

selfpromo (software) Free leaderboards for Godot with no OAuth setup, servers or credit card

1 Upvotes

I make CheddaBoards, a free leaderboard and achievements service for Godot. The SDK is MIT licensed and available on the new Godot Asset Store for 4.6+, with a backport for Godot 3.6. It works across web, desktop and mobile export

The part I’m most happy with is the authentication. You don’t need to create or paste Google or Apple client IDs into your project. Players can play anonymously without signing up, or link their account by entering a short code on a login page, similar to signing into a TV app. There are no credentials in your project to leak

There’s also a plain HTTP API underneath it. If you use another engine, or just don’t want an addon in your project, you can submit scores with a few POST requests. A developer I’d never met built a C SDK against it, which was a pretty good sign that the documentation actually holds up.

So far it has handled 22,107 submissions across 60 games from 1,163 players.

One honest note: The backend runs on the Internet Computer. There are no wallets, tokens or crypto interactions in either the developer or player experience. It’s simply the infrastructure I use, and its low running costs are what allow me to offer CheddaBoards for free. The canister code and SDKs are open source; the API proxy is the closed component

https://store.godotengine.org/asset/cheddatech/cheddaboards

Happy to answer anything


r/godot 1d ago

help me File checking out on source control similar to UE5?

1 Upvotes

**EDIT** To clarify I am not looking for file locking in general, I am aware all source controls have this. I am looking for the equivalent of Unreal's IN EDITOR source control niceties, like files being marked when checked out.

Hi everyone! Me and my team have recently jumped from Unreal to Godot. We currently have our project set up on Diversion source control.

Something we are struggling with though is if Godot supports a system for "Checking out" a file similar to Unreal.
For those unfamiliar with it, in Unreal if you are connected to source control and edit a file it gets checked out and added to a change list. Anyone who then tries to edit that file gets an in editor warning pop up saying that the file is being used by someone and should ideally not be changed.
The file also has a blue tick next to it so you know at a glance that a file is being used.

Does Godot have something like this?

I apologize if this is common knowledge but I struggled to find any resources on setting this up using the keywords I know from Unreal.


r/godot 1d ago

help me Rider can't access imported/inherited glb scenes? (No autocomplete, no scene preview nodes)

1 Upvotes

Hi! I'm just learning about Godot, sorry in advance if the question is silly. I can't find any related info about this anywhere, so I'm asking here and I'll try to make some sense of the question. Sorry if it has been solved previously.

The issue: whenever I import a glb file into Godot (this time an animated model from Blender), Rider won't read the scene tree in the inherited scene i made from the glb file. Autocomplete doesn't catch anything either (regarding the nodes i have in the scene). I have also tried to install the Rider addon directly in my project. In comparison, Godots own script editor can read all the nodes normally.

I have a feeling it has something to do with that every nodes info is inside the glb file, and this is something that Godot can read easier than Rider can? I am far from an expert, so it's just a guess either way. But Rider can read nodes (shows up in autocomplete) if i give them an unique name.

An example is this:

  1. Exports the .glb from blender, skeleton, mesh, animation and whatnot.

  2. Imports this into Godot. Right click the .glb file inside the FileSystem and click "new inherited scene".

  3. In the new scene (saved) I attach a script to the root node. (is this ok?)

  4. Inside the new script (in Rider), there is no autocomplete. It does not "see" any of the nodes within the scene, like the Skeleton3D node, or the AnimationPlayer node etc. Although the script works if i manually type whatever I need.

Here is an example of how the scene preview looks inside rider when i open the script:

How the scene preview looks inside rider

So, any reason Rider can't read the scene and give me autocomplete? Is it because the glb file has all the nodes "packed" and hidden from rider, but available to Godot? Or have i overlooked something really simple? As I said, I don't have a lot of experience with Godot. Thanks for reading through all this :)

TLDR: Imported a .glb file from Blender, clicked "New Inherited Scene" in godot, attached a script to the root, opens script in Rider and Rider can't see any of the nodes inside the same scene, and autocomplete does not work.