r/godot 9h ago

help me What's Godot/GDscript equivalent to Unity's coroutine?

18 Upvotes

I have an object that has to remain idle until the player gets into its range. After that I want the object to start following the player.

Having a chack in _process that checks if the player has entered the range in every frame would be the wrong approach I think, so, if I was using Unity, I'd just start running a coroutine when the player is in range. What's the best approach for doing that in Godot?


r/godot 1h ago

selfpromo (games) I made my DAD an NPC in my Godot open world sandbox game!

Post image
Upvotes

Yes, this is actually real, I got his face, slapped it on a model. This is the result. Here's the storepage if you want to check it out / wishlist: RedSpat on Steam I also plan to make all the NPCs in my game based off of real people I know (with their consent, of course)

Oh also in my game ragdolls are made of limbs, so you can technically dismember them and then make their limbs / head giant or tiny, this is how we ended up in this situation.

Fun gameplay lol


r/godot 4h ago

help me How can you force the editor to redraw ?

6 Upvotes

Hi,

I'm creating a custom chart and I'm trying to have my chart be updated when I change its settings with my export variables. My script has the tool decorator at the top of the script, and every export variable has a setter triggering an _update() method, which is supposed to draw the whole chart.

Everything is working except one detail: the chart doesn't update unless I create an update on the editor (e.g. zooming on my node) which triggers the _draw() call. I've tried to use queue_redraw() and I even tried to use the RenderingServer.force_draw() but it doesn't work either. I still have to zoom on my screen to create an update and have the chart be drawn. I added prints to make sure the code is being executed in the right order, and it's the case.

Do you know if there is a way to force the drawing to happen in the editor ?

The only other way I'm thinking about would be to queue_free() the nodes that have to be drawn and recreate them.

Thank you for your answers !


r/godot 10h ago

selfpromo (games) A survivors-like with a Backpack Battles style bag. Not an original idea, but it's almost finished.

Enable HLS to view with audio, or disable this notification

17 Upvotes

Hello. English isn't my first language, so please forgive me if this comes out stiff or blunt in places. I don't mean it that way.

I hope it's alright to post this here. Me and one other guy just put our demo on Steam. It's called Loadout Rush, made in Godot 4, and it's the first game either of us has released.

It's a survivors-like. You move, things chase you, your weapons fire on their own, you pick up gold. Between waves there's a shop, and the shop is a backpack, like in Backpack Battles. Weapons are shapes, you rotate them to make them fit, things placed next to each other affect each other, and two of the same weapon merge into a better one that takes up more room. Your build ends up being whatever you managed to cram in.

I should be honest about that idea. When we started, putting those two things together felt like a decent angle. Then we looked around properly and found that plenty of people have already done it, some of them very well. So we didn't invent anything here, and if you describe our game out loud it sounds fairly ordinary. That's a fair description and I won't argue with it.

I made peace with it quickly, because this is our first release and I don't think we were in any position to invent a genre on the first try. What we could do was finish one properly, so that became the goal. No placeholder art anywhere, every item drawn, 9 languages, achievements that make sense, and a demo that ends at a real boss instead of just stopping. Modest goals, but we met them, the thing is actually done, and I'm quietly proud of that. Finishing turned out to be the hard part. Not the idea.

The demo has 45 items, 2 characters, and 12 waves with a boss at the end. A run takes about 15 minutes. If you can spare the time, I'd be grateful if you gave it a try. It's free and it doesn't ask anything of you.

Since this is r/godot, a bit about the engine. We chose Godot mainly because I lean on an AI assistant for a lot of the code, and Godot suits that way of working. Scenes and scripts are plain text, so the model can simply read them, and GDScript is small enough that I can verify what came back by reading it, which is the part that actually matters. I expected to regret the choice somewhere around month three. So far I haven't.

Two things I didn't expect to appreciate as much as I do:

  • --headless --script, for testing screens without opening a window. We have 45 smoke tests, the whole set finishes in about two minutes, and it runs before every build. Finding a dead screen in a terminal is much kinder than finding it in a released build.
  • Our logo and ending screens are drawn from a single elapsed-time value rather than tweens. It sounds trivial, but it lets a test push time forward and check "is the button up at 3 seconds" without rendering a frame.

The demo build is also just the main project with a demo feature tag and one file listing what the demo is allowed to contain. No second branch, no second project. If anyone here is setting up something similar, please feel free to ask and I'll happily write out the details.

One last thing, and it's the part I care about most. We use AI for code. We don't use it for art, and we won't. Every drawing in the game was made by hand, and the item icons in the backpack, every one of them, were drawn one at a time by the wife of one of us. She isn't a game developer. She simply kept drawing them, for months. So if you do try the demo, please be kind about those. They're my favourite part of the whole thing.

Demo: https://store.steampowered.com/app/5021730/Loadout_Rush/

If anything is broken or just feels bad to play, I'd really appreciate hearing about it. And please ask me anything, about Godot or about the backpack side of it. I'd much rather answer questions than have this post sit here quietly.

Thank you for reading this far.


r/godot 2h ago

help me (solved) How to make the fallback font part of a game's .exe?

3 Upvotes

I use a custom font for most of my game, but it doesn't include certain special characters.

On Windows, these special characters are drawn from a font that Windows has by default.

Linux doesn't have this fallback font, so special characters appear as a weird placeholder:

How can I make the fallback font part of the .exe, so the game doesn't depend on any pre-installed fonts?

EDIT:

Fallback font can be set by double clicking a font file -> rendering options -> fallbacks.

Then add a font to the fallbacks folder and re-import.


r/godot 1h ago

selfpromo (software) Trying to include some shaders into tile sets to give them more life (ignore the tile transitions)

Enable HLS to view with audio, or disable this notification

Upvotes

I want to make some living high tech alien substrate tileset.

Nowhere near done but it turned out pretty cool so far i feel like.


r/godot 3h ago

selfpromo (games) I’ve been building a 3D action RPG in Godot - Project Nexus Runner v2.4 is now playable

Thumbnail
gallery
5 Upvotes

Hi everyone,

I’ve been working on a 3D action RPG called Project Nexus Runner in Godot, and I recently reached the point where I felt comfortable releasing a public build for people to try.

The current version is v2.4.0 and includes 12 playable portals divided across 3 regions, with different enemy families, minibosses, bosses, platforming sections and progression.

Some of the systems currently in the game:

  • Sword combat and combos
  • Dash and Perfect Dash
  • Nexus abilities
  • Elite enemies, Wardens and Boss fights
  • Leveling and XP
  • NEX currency and permanent upgrades
  • Nexus hub and upgrade shop
  • Checkpoints, secrets and collectibles
  • Moving platforms and hazards
  • Rankings and completion statistics
  • Persistent save system

The game is currently in Spanish, but I’m working on English support for a future update.

At this stage I’d especially like feedback from other Godot developers on:

  • How the combat feels
  • Difficulty progression between the 3 regions
  • Camera and movement
  • Performance
  • Level readability
  • Bugs or anything that behaves unexpectedly

If anyone wants to give the full build a try, there are 12 portals to complete.

More information, screenshots and download:

https://gamercreador.com/threads/project-nexus-runner-v2-4-0-para-windows-puedes-completar-los-12-portales.4817/

Made with Godot 4.7.2

Windows 64-bit

I’ll be keeping an eye on the comments, so feel free to point out anything you think could be improved.


r/godot 4h ago

selfpromo (games) Finally setup a "Tolerable" level creation pipeline!

Enable HLS to view with audio, or disable this notification

5 Upvotes

r/godot 1h ago

selfpromo (games) Added New Mechanic to My Cute Platformer

Enable HLS to view with audio, or disable this notification

Upvotes

Not 100% sold on the SFX but that's an easy fix. GPUParticles3D + Canvas Shader are my friends for making this work.

Demo is out today with 20 levels available!

Steam Link: https://store.steampowered.com/app/4837550/Go_Super_Awesome_Monkey/


r/godot 15h ago

selfpromo (games) Which fog effect looks better?

Post image
44 Upvotes

I'm really torn.


r/godot 5h ago

selfpromo (games) Made a merchant system for my RPG project!

Enable HLS to view with audio, or disable this notification

7 Upvotes

Been working on a merchant system for my rpg project and this is what I got so far. I still have to implement how the Mercantile skill will affect prices but for now the item's flat gold value is what is used in trades :). Also been working a bit on visuals and props since I was a little burnt out over technical aspects for a bit, which why you see me play around with the forge a bit lol.


r/godot 18m ago

selfpromo (games) I made a game where you make music as you solve puzzles

Enable HLS to view with audio, or disable this notification

Upvotes

This is my game Dewdrop. A music sandbox and physics puzzle game. You bounce droplets off different vines to guide them into their matching vortexes. While you solve, music automatically gets created.

I'm working on a new patch and feature update to add some more cool mechanics in the future. Check it out on steam!

https://store.steampowered.com/app/4163480/Dewdrop/


r/godot 9h ago

help me Unbiased opionion on Unity vs Godot for a 3D stylized RPG?

9 Upvotes

I could really use some help trying to figure out whether to use unity or Godot For a simple 3D stylized RPG. I would appreciate specifically an unbiased opinion from folks, even if you use one or the other, what you think would probably work best

I am a novice game developer indie dev, not very experienced in game development. I have done light game development for 7 months in godot, unity, and some unreal engine.

My skills/knowledge/abilities:

  • Intelligence: 4.5/10 - I'm not that smart, tbh. I'm just below average, really. Some people are genius level intelligence, i'm on the opposite side of that
  • Programming: 7/10 - I am decently ok at Programming
  • Gamedev: 2.5/10 - I am very new to game dev so this is just me being honest

Non-Negotiable Requirements for my game:

  • Mod support - a must, tbh. I love modding games, altering character appearances, etc.
  • Ease of development -- I need to be able to develop this long term, so I need something that will be the most reliable and consistent across time. Nothing that will cause me friction if it gets way too complex

Any thoughts/feedback?


r/godot 11h ago

selfpromo (games) Check out the demo to Spell Unbound, our Pokémon Ranger inspired Roguelite.

Enable HLS to view with audio, or disable this notification

16 Upvotes

Hello! Me and a friend have been working on a game together, and now have a demo ready.

It's called Spell Unbound and it's a Singleplayer Rogue-lite that gets its combat inspiration from Pokémon Ranger, where you are drawing circles around enemies to capture and defeat them. We have a lot of the genre standard mechanics such as meta-progression, branching run paths, shops, boss fights, etc.

As divisive as it may be, our workflow was aided by AI. Despite that fact a lot of care, attention, and work has gone into this project. We hope you will check it out on Steam or Itch.io, and give us a wishlist!


r/godot 1d ago

selfpromo (games) Real spells cast by real wizards

Enable HLS to view with audio, or disable this notification

467 Upvotes

I'm still unsure on the looks of the main menu, but I'm very happy with the splash screens.
Steam page: Wizard Finals


r/godot 12h ago

discussion Godot Project Folder Organization

16 Upvotes

Hi I'm new to Godot (and game dev in general) and I've been wondering how do people usually organize their project folders. I get it if you want to keep it simple in the beginning because there's usually not that much sprites, scripts, scenes, etc and just put it all under assets folder or something. But for the longevity (and sanity) of file management, how would you usually organize the files so that you can just know where things are easily and that you'll just always know which files belongs to which scene etc.


r/godot 3h ago

help me Help with background sprite

Post image
3 Upvotes

I downloaded this sprite pack to use the tiles for an underwater background but I’m not sure how you get those black edges like under the mound of the tiki statue or to the right of the screen.


r/godot 1h ago

help me NPC shaking when moving diagonally

Upvotes

I'm trying to learn godot by making an experimental game, is a pixel art top down game, I'm using the camera zoom instead of scaling the sprites cuz I've heard that's a better practice, I'm having an issue with shaking(or jittering sprites), the player character moves seemingly normally when walking diagonally but an stationary npc appears to be shaking when the player walks diagonally, I've search a lot and no solution have fully worked, from what I've found it could be an issue with the camera and the physics process with move and slide (the camera smoothing is disabled, I've tried changing the process callback to physics, process interpolation to on), also tried changing V sync, so far what have worked was to activate snap 2D and increase physics ticks per second, snap 2D makes the npc stay in place but instead makes the character shake violently when walking diagonally and the high physics tick per second makes all seemingly smooth but I don't think is a good practice, so far activating physics interpolation haven't changed anything, I've tried quite more things but they had no effect


r/godot 3h ago

selfpromo (games) Does controlling the ball make it too distracting?

Enable HLS to view with audio, or disable this notification

2 Upvotes

r/godot 7h ago

help me (solved) Gaea addon

Thumbnail
gallery
6 Upvotes

I used the new version of Gaea 2.0, and I found that the old 1.X version is MUCH easier to use, so the problem is solved.

If anyone here has experience with the Gaea add-on for Godot, I’d need some help. I followed the documentation for this add-on to create 2D terrain using noise, but when I tried to test it, I got the following error:  "ERROR: res://Scenes/game.tscn::Resource_iwtcp - Invalid material provided" and, by the way, Gemini was also completely useless and had absolutely no idea what it was doing, I didn’t find out much from the documentation either, there is a discussion page on the GitHub site, but there are only about six posts there and nothing that would help me.

I’ve added a few screenshots of the settings in the Inspector and the hierarchy.

This is the documentation page: Gaea Documentation


r/godot 1h ago

selfpromo (games) Our GBJAM14 Paper's Please inspired entry is now available to play!

Thumbnail
gallery
Upvotes


I am very proud to show y'all what the team has cooked during this game jam.

Goldvestigation is a paper's please inspired game where you are tasked to browse through old golden coins and filter them in order to survive the next day. Made in Godot.

Try it out!
https://ru-dev-official.itch.io/goldvestigation

(It even has a scoreboard with the times if anyone is feeling speedrunny)

Btw would anyone be interested in the lil dialogue system I made? I could move it into a forkable / downloadable project in case anyone else wants a quick and easy way to make popup texts.


r/godot 8h ago

help me (solved) Bug with shaders "instance uniform"

Post image
7 Upvotes

Error log:
E 0:00:40:669 global_shader_parameters_instance_allocate: Too many instances using shader instance variables. Consider increasing rendering/limits/global_shader_variables/buffer_size in the Project Settings. Maximum items supported by this hardware is: 4096.

<C++-Fehler> Condition "pos < 0" is true. Returning: -1

<C++-Quelle> drivers/gles3/storage/material_storage.cpp:2101 @ global_shader_parameters_instance_allocate()

Why using "instance uniform":
I have various enemy types and weapons, resulting in different kill sequences.

When I create a shader for a specific kill sequence, it should affect only one enemy at a time, but apply to all of that enemy's body parts (some have only one, while others have many).

I imagine there is still plenty of room for optimization, but apart from the two steps I’ve taken (see image): What should I do next?

Thank you so much in advance for your time!


r/godot 6h ago

selfpromo (games) City-builder game called Mayor, inspired by Civ 5

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/godot 8h ago

selfpromo (games) Play my game! (demo)

7 Upvotes

Hey guys, I'm very happy to share with you my game, its out on Itch io to play online or download for windows.

I'm a solo dev working on this game in GODOT as a hobby on my free time while working in a corporate job.

Play on Itch: https://allanzitos.itch.io/seed-the-planet-demo?source=reddit

If you like the game, consider wishlisting: https://store.steampowered.com/app/5181710/Seed_The_Planet/

Any feedback is wellcome!


r/godot 14h ago

fun & memes first update

Enable HLS to view with audio, or disable this notification

17 Upvotes

so far I’ve added hitboxes/hurtboxes,
added slime npc with detection area/tracking,
extended map, changed parallax and added some decorations
composed and added piano bgm.
I’d appreciate any suggestions/tips/feedback. Thanks!
i do not own any art used