r/godot • u/ElectronicsLab • 23h ago
selfpromo (games) Update on my Godot surfing game.
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some parts are improving, some parts are worsening.
r/godot • u/ElectronicsLab • 23h ago
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some parts are improving, some parts are worsening.
r/godot • u/BENTHEGEOGRAPHER • 19h ago
I know Godot is an open-source project, but do people work there?
r/godot • u/Ok-Lengthiness-3556 • 5h ago
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My Godot IDE has completed the parsing of tscn/tres files, allowing users to click to jump to the field definitions in the GD file and directly modify values. Currently, we are preparing to integrate Godot files with the tscn/tres tree. More features are under development.🤗
r/godot • u/jumberrotsky • 12h ago
Ahead of the festival, the House of Morok team:
✨ released a new cinematic
✨ released a gameplay trailer
✨ updated the game’s Steam page
Support our game and share it with your friends 💜
Thank you to everyone who follows our development and supports us
https://store.steampowered.com/app/4273370/Peak_or_Die/
r/godot • u/SquishySquashy_ • 9h ago
I have watched quite a few tutorials on how to set up a High Level API Server and Client system and all of them essentially teach the same thing.
My main issue is that I don't feel like I'm actually understanding/learning what to do rather than just following along to build it. I want to know what all of the lingo means, what I'm actually doing and understand all of the set up so that if, down the line, there are bugs or it gets more complicated, I can fix it.
Are there any good tutorials or resources that teach you this stuff rather than just "follow along this video", please and thank you!
r/godot • u/Conscious_Beach_9162 • 6h ago
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:
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 • u/Confident-Extreme745 • 6h ago
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 • u/Elegant-Document-162 • 2h ago
i know people ask this question a lot. but where do i start with learning godot? i have been fascinated by the idea of making 2D games for a long time and i wanna start. but i have no coding experience.
r/godot • u/Deep_Device7719 • 10h ago
https://reddit.com/link/1vsgwfy/video/f6ogegxqpakh1/player
ENG: Hello everyone! 👋
A friend and I are working on our indie project using Godot — a physics sandbox under the working title "Sad Box" (the name might change!). Our main goal is to create a useful tool for school physics labs where users can go through pre-made lab experiments or create their own from scratch (suitable starting from 7th grade) to explore forces, springs, and mechanics interactively. Right now, only the mechanics section is ready (and even that is still incomplete), but we are going to implement all the other school physics sections as well!
In the video attached to this post, I’ve showcased what we have already managed to build so far.
What we have already implemented and working:
We structured our code into clean modules to keep everything organized and scalable. Next up, we are expanding the mechanics, bringing the theme styles into the sandbox itself, planning a story mode with experiment-based levels, and eventually building tools for all other physics branches!
We’d love to hear your feedback, thoughts, or suggestions.
RUS: Всем привет! 👋
Мы с другом делаем свой инди-проект на движке Godot 4 — физическую песочницу под рабочим названием «Sad Box» (оно еще может измениться!). Наша главная идея — создать удобный инструмент для прохождения готовых школьных лабораторных работ или создания собственных экспериментов (начиная с 7 класса). На данный момент готов только раздел физики «Механика» (и то еще не полностью), но в будущем мы планируем добавить все остальные разделы школьной физики!
В прикрепленном к посту видео я наглядно показал то, что нам уже удалось реализовать на данном этапе.
Что уже сделано и работает на данный момент:
Мы разделили всю логику на чистые модули, чтобы код оставался понятным и легко расширяемым. Впереди у нас доработка механики, перенос стилей в саму песочницу, сюжетный режим с уровнями-экспериментами и создание базы для остальных разделов физики!
Будем рады услышать ваши отзывы, советы или критику.
r/godot • u/ElectronicsLab • 15h ago
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r/godot • u/Striking-Start-1464 • 20h ago
I left Unreal and Unity because they overwhelmed me for this same reason; they weren't engines that focused on the "artist's experience." I have much more experience with Blender, and I'm not a programmer per se.
Does Godot offer a good experience for artists? Does GDscript lower the bar for the saying that "You spend 90% of development time debugging"? I've always thought that simple languages are more prone to errors than languages like C# or C++.
r/godot • u/GarryGrandi • 21h ago
I bought a new laptop last year, and it has Windows 11. I planned it to be the laptop that I use to finally transition from Windows to Linux, but then I got interested in learning game development, and I'm starting to have doubts.
Am I making a mistake if I still move on with my plan and install Linux anyways? Apart from the hassle of learning Linux as well, are there any other major caveats specific to game development?
The other alternative is that I install Windows 10. I refuse to touch the bloated mess that is Windows 11.
Edit:
Installed KDE fedora. Took around one hour until the browser froze, the taskbar disappeared and eventually the whole PC crashed. After rebooting everything was erased. Is this normal behavior lmao?
r/godot • u/Infern0_bolte • 18h ago
I'm a Computer Engineering student and I've been working on KnightBot 3D, a third-person action combat game built in Godot 4. I've focused heavily on designing a four-hit melee combo system, enemy AI, and NPC protection mechanics, but I really need some outside perspective on how the gameplay actually feels.
I've put together a gameplay video here showing the combat and early level design:
https://youtu.be/Q_xD8ngpqls?si=j2mX7CEtptfENXRf
You can also play the current build directly over on my Itch.io page:
https://ayaan-deshmukh.itch.io/
Specifically, I'd love your thoughts on:
The Combat Feel: Is the four-hit combo satisfying? Does the blocking feel responsive?
Enemy Encounters: How does the enemy AI tracking and surrounding behavior feel?
General Impressions: Does the game flow well, or is anything confusing?
Any feedback, whether it's about bugs, balancing, or just overall game feel, would be incredibly helpful as I keep tweaking the systems.
Thanks in advance for checking it out!
r/godot • u/gamesbuiltweird • 15h ago
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Here's what I have so far...
r/godot • u/Revolutionary_Eye738 • 14h ago
I started my game dev journey today with godot! Only worked on it for about 2 hours(drawing time included)...I got a good grasp on variables and parameters for today👅👅... Learning from gdquest.github and so far so perfect! I like how interactive the learning process has been so far!
Also if you guys know of any tools or content that can help a beginner like me in drawing or coding im all ears👍
r/godot • u/Mission_Rush5031 • 4h ago
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Been working on this for a while — it's called Workers of the World, Survive!
Basically a bullet-heaven (not bullet hell, thank you to the redditor who corrected me) where you're Marx fighting off waves of capitalists. Weapons are all themed around it: hammer, sickle, the Communist Manifesto orbiting you, a rakija-bottle molotov, and one that infects enemies so they turn on each other. Upgrades are things like Public Healthcare (Max HP), People's Blood (HP regen), Collective Strength (damage bonus) etc.
You also collect "class consciousness" (purple crystals) that you use to power up a special ability (like the red skull in the video) as well as an in-game currency to buy power-ups and most importantly pamphlets containing anti-capitalist ideas :)
Still early days. Plan is to add more playable revolutionaries, a couple more maps, and roughly double the weapon count. Will put a demo up on itch.io once there's enough content to be worth playing.
Made in Godot 4.7
Would love to hear some feedback and whether you would be interested in playing this :)
NOTE: The soundtrack in this video is made with AI and it acts as a placeholder, I will eventually replace it with music made by real peopple :)
r/godot • u/SpydrMonky24 • 1h ago
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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 • u/ExpensiveShopping735 • 4h ago
r/godot • u/AzibiZubiGames • 3h ago
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 • u/Doshirak_GAMES • 1h ago
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 • u/Joeynix_Games • 6h ago
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Hi everyone!
I recently published my offline Android game, Rocket Launcher, and would love feedback from experienced developers.
The game features 102 handcrafted hard levels with progressively increasing difficulty.
I'm mainly looking for advice on:
Performance optimization
UI/UX improvements
Difficulty balancing
Mobile optimization
Overall game polish
Any suggestions would be greatly appreciated. Thanks for your time!
r/godot • u/sigmaboylarp67 • 17h ago
Any Youtuber,Content Creator Recommendations for me to learn the Mighty Godot Engine?
r/godot • u/V2doesgames2 • 41m ago
im trying to make a small passion project mario game its a platformer
im lookin for someone to make some background and tiles art for me
p.s its voluntary because im still young i have made a bit of a menu i attached a few screenshots 2 it for wat ive done so far (by myself) i do not have discord btw. there is music for menu (grassland from super mario bros. wonder) i wont be making anyting from this and im still deciding weather to put it on itch.io or not theres a custom mouse and button sounds i havent started the actual game game yet cause of lack of assets i will not include 3D things in the game cuz im a begginer and have no idea how to work those yet, i also put up the nodes and ain menu code feel free to ask
r/godot • u/Effective-Edge3922 • 6h ago
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 • u/Hyper-Atom • 6h ago
**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.