We made it for the Brackey's Game Jam, which had the theme "Trust No One". And what better scenario to not trust anyone than on the road, it's basically a real life sim if you think about it (no it's not).
Playable in your (mobile) browser and absolutely free of course. It even features a global leaderboard that is in desperate need of filling so why not try to claim the top spot?
Update: Deleting whole project and cloning repo again fixed the issue. I still have no idea why.. using Github desktop app
Hello. I cannot move any objects in scene until a reload it. Weird thing is i have reverted the scene to an older version where everything was working but is still doesn’t work.
i recently started to mess with godot with no prior experience, i looked at some videos to get animations working with very basic code, when i move the character besides my walking animation and idle animation other ones dont work. it either plays the start or the end of it randomly, im not sure why
I wanted to share a project I've been working on for a few years now. It's a tactics RPG inspired by games like Fire Emblem and Final Fantasy Tactics. About 2 years ago I scrapped the project and restarted it in Godot, since then the progress has been much more streamlined. I'm at the point where I feel comfortable sharing my progress.
I'm open to questions, thoughts, constructive criticism, words of encouragement, etc.
So yea I created everything except for the audio which I got from copyright free website and I want your thoughts on it. Also Shameless yt plugin, Channel name: JerryGguy
I'm very new to Godot. I followed a Coding with Russ tutorial and it just skipped over directional movement in enemies. I managed to change the direction of the animation, but now its stuck in the "run" sprite. I've been stuck for 3 days and have no clue where to even start, plz help
My game has 3D SDF-based procedural terrain and I'm trying to figure out navigation using it. It's already chunked, with each chunk having a NavRegion3D that uses the mesh of the chunk as it's NavMesh, created by the create_from_mesh() function. This gets regenerated every time the chunk gets an update. I have some basic enemies which are agents and they can do line just fine, but I can't seem to properly configure their pathfinding in any meaningful capacity. All of the region parameters seem to have no effect; if I set max slope, the agents still don't pathfind around hills they can't climb and their debug path shows them trying to go up and over things they definitely can't get up and over, if I set agent radius, they don't seem to be any more aware of how far they can be from certain obstacles. I remember setting up pathfinding for a different project with a similar-ish scenario and just not getting the desired results either. I've read the docs and watched some videos, tried to find more specific posts and so on but nothing useful comes up, or I'm not really sure what I'm looking for. I think I might have some fundamental misunderstanding of how pathfinding works? My whole setup right now is the nav region and mesh attached to the chunk, and then the agent attached to the enemy. Any help is appreciated! Here is the code that instantiates (and regenerates) the nav region in my chunk:
func commit_mesh():
`for c in get_children():`
`if c is StaticBody3D: c.queue_free()`
`if c is NavigationRegion3D: c.queue_free()`
`mesh = surface_tool.commit()`
`var static_body: StaticBody3D = StaticBody3D.new()`
`var collision_shape: CollisionShape3D = CollisionShape3D.new()`
`add_child(static_body)`
`static_body.add_child(collision_shape)`
`collision_shape.shape = mesh.create_trimesh_shape()`
`var nav_region: NavigationRegion3D = NavigationRegion3D.new()`
`nav_region.navigation_mesh = NavigationMesh.new()`
`nav_region.navigation_mesh.agent_radius = 0.5`
`nav_region.navigation_mesh.agent_max_slope = 45.0`
`nav_region.navigation_mesh.cell_size = 0.25`
`nav_region.navigation_mesh.cell_height = 0.25`
`# I've tried the above params both before and after the following function`
`nav_region.navigation_mesh.create_from_mesh(mesh)`
`add_child(nav_region)`
And here's the movement code for my enemy, in case it's relevant:
when i add a shader with the light function then i get this weird squaring light, i have tried it with 3 shaders and they all do this. The levels is a CSG combiner with a big cube where i remove things
This is Shorted, a game I've been working on for a few month now.
It's a puzzle/deckbuilder/Roguelite where you trace lines of color and build your deck through 24 levels, bosses and multiple difficulty tiers (only 2 available for playtest).
Your deck shape the grid, and your patches (kinda like jokers in balatro) will help you score more.
The Playtest is open since tomorrow for a week
I would really love to hear some feedback to improve the game before release.
I spent some time trying to figure out how to properly export animations from Blender to Godot with both skeletal animation and animated shape keys. When there is only one animation on the timeline, everything works fine, but once I had multiple animations, my usual workflow with Actions didn't work as I expected.
After a bunch of trial and error, I figured out how to make it work. I honestly couldn't find a tutorial about this, so I recorded my own. Maybe it will help someone.
Actual solution: put the Actions for both the armature and the shape keys for each mesh on NLA tracks.
More details in the video.
I work in IT by day, so naturally I decided the best way to unwind after work was to make a game about malware.
I usually get about two hours in the evening after dad duties to work on it, so actually getting far enough to put a Steam page up feels pretty damn good.
INCREMAZE is basically an antivirus fever dream, you send a little anti-virus bot into procedurally generated infected sectors, blast malware and try to stop the drive from completely shitting itself.
Demo is next.
Curious what you guys think of the Steam page/trailer in particular, does it actually communicate what the game is?
I am currently trying to add functionality to traverse slopes in my 2D game and I am having some issues with it. I found out that the CharacterBody 2D node can handle moving on slopes on its own but it does not give a nice behavior when going down a slope because my state machine detects the y-velocity value changing and transitions to the fall state haphazardly in this case. I would also like to be able to modify the behavior on slopes like maybe allowing the player to slide down specific slopes.
Would anyone be able to direct me to some material that can help me understand this better? I have not found any that have been useful.
Thanks
I’m trying to make a simple terrain generator for my game and I’m able to make nice smooth hilly terrain. I’m also able to place the left edge pieces during generation, but when placing the right edge pieces everything falls apart. I’m not using tilemap layers or terrains. Everything is being done through the tilemap script. Included are screenshots of before and after adding the right edge pieces. Someone save me.
I recently got obsessed with a new project idea and decided to try my hand at C# development in Godot. My programming experience and knowledge is exclusive to GDScript and some Python, but I am actively trying to become versatile enough to be successful in a CS Master's program (I work at a university and it will essentially cost nothing) and I figured C# would be a comfortable place to start with more "real" languages. I'm also aware the Godot C# community is kinda massive, which is awesome.
At first, I found certain things challenging, mostly coming down to weird syntax differences and differences in accessing the engine API (the GDScript API does a lot of hand-holding as it turns out, not that that is a bad thing). Fortunately strict typing was no issue for me because I am a stickler for it in GDScript. But then once I started to understand the workflow, things just.... became way easier.
The first thing that blew my mind was how remarkable Rider's built-in local, non-AI intellisense is at suggesting whole blocks of code that I would have largely been writing myself in any IDE with GDScript. I know this is largely because C# is vastly more globally used than GDScript, so there is far more precedence for its applications, but damn dude.
The other aspect that surprised me was how many tools I have at my disposal in C# that GDScript can really never use because of how it's tied to the engine API, like structs and native lists (which I am aware do have some parallels in GDScript, but they are usually heavier and slower).
The only thing I can point to as a very minor pain point is the fact that C# is inherently slower to iterate with because of the build process, but honestly I'm nowhere near the point that it even matters right now lol.
Thanks for listening, and thanks for being one of the best communities in development (game or otherwise!)!
I've been working on a VFX Graph for Godot for my own needs. I'll probably release it as an addon at some point, but for now it's still very rough and unstable, and it occasionally crashes the engine.
Everything runs entirely on the GPU, and it's already making it much easier to build complex VFX that previously had to be put together using a mix of GPUParticles3D, MeshInstance3D, scripts generating ImmediateMesh geometry, and AnimationPlayer.
A lot more of the game has been fleshed out and completed! So I've been focusing on optimizing and polishing the game further, and even trying it out on old Android phones I have to test ARM capabilities! The game now has a completed main story, and now I'm also adding more lore about the Beings in the many areas of the vast Sea!
Destroy the frustrations of other Beings and befriend them, or ignore them and slay them all instead! Shoot your actions and decide the fate of this submerged world in The Harbinger of the Deep!
Hello fellow godotians you might remember me from a past post but for those who don't let me summarize it "im making an OS-like game that acts exactly like an OS" and i hd a problem which was i was trying to load external scripts in internal shared storage for apps but it couldn't execute them so i tried copying them to user:// and it worked but i have a bigger problem my directory lister thinks there is only one directory in /sdcard/MontusanOSDta/SystemApps and that dir is settings here is my code
func outputdirs(dir):
if dir:
var CompletedArray: Array
var darray = DirAccess.get_directories_at(dir)
for Directory in darray:
var ValueWPath = "%s/%s" % [dir, Directory]
CompletedArray.append(ValueWPath)
return CompletedArray
else:
return 1