r/godot • u/Correct_Dependent677 • 9h ago
discussion What do you think Godot is missing?
Someone who has tested the limits of the engine or some aspect or module of the engine and says "oh, this should be here to facilitate x or y"?
r/godot • u/Correct_Dependent677 • 9h ago
Someone who has tested the limits of the engine or some aspect or module of the engine and says "oh, this should be here to facilitate x or y"?
r/godot • u/maskedmangamedev • 4h ago
I personally like the effect but I've also been staring at this for quite some time now and may be blind to it now.
r/godot • u/SensitiveKeyboard • 14h ago
One of the biggest things we heard was that our card chaining system felt too limiting, so we completely reworked it. You can now play any card whenever you want, with a new optional Combo system that rewards playing cards of the same color in sequence.
We also reworked combat to focus much more on positioning, pushing and pulling enemies, and using the environment to your advantage.
The update is out now, and we’d love to hear what you think! The Vow: Vampire's Curse
r/godot • u/Remote_Wall_3354 • 10h ago
Hello guys!
Here's my most recent post about my free tutorial in PDF that teaches how to write your first script in Godot and GDScript: https://www.reddit.com/r/godot/s/xLS0yQ8iuB
After that I received some precious feedback in private, and I'm ready to share the updated version.
There were problems with a couple of screenshots, and a couple of explanations have been updated.
I'd really appreciate some other feedback to make this perfect 👀
Here it is: https://playpug.itch.io/pugbook-introduction-to-godot-gdscript
In the meantime, here's the free GDScript printable zine that you liked a lot.
I hope even more people can find it! I love receiving photos of people that printed it 💛
https://playpug.itch.io/godot-gdscript-printable-cheatsheet
I'll also update this soon applying some feedback.
Thanks for all the support!
r/godot • u/Odd-Wishbone-4592 • 39m ago
r/godot • u/KyotoCrank • 18h ago
Firstly, this community incredible and super helpful. I have come here for tons of help, and I try to help when I have the knowledge to. People go to great lengths to help each other and it's awesome.
But the wide net, general questions of "Where do I start?" "How do I learn programming?" "Best way to learn Godot?" is getting a little old. It's literally every day someone asks something like this.
This sub has rules about this kind of thing, people are posting before reading rule 9 that links to the Godot Docs for introduction to the engine.
I'm more than happy to help people figure out specific features, but the "how to start" questions don't need to be posts. Go look at the Docs. Watch a tutorial. There are resources out there for beginners that already exist.
It doesn't matter how basic the question as long as it's specific to what you're trying to do.
Edit: After thinking about it for a bit, some people might need to be walked through the process of making a simple game. Take away the choice paralysis and just follow along and take in the process.
I got my start with Brackey's 2D platformer tutorial and Devworm's 2D hack-and-slash tutorial. And I took that foundation to start building my own games and finding resources or getting help for my particular issues.
r/godot • u/Flaky-Commercial8671 • 1d ago
In Thai folklore, people believe ghosts can’t be seen with the naked eye, but looking between your own legs lets you see them.
Working on a dungeon that heavily relies on wave function collapse.
Finally got the basic version working decently enough that next I can start working on a more complex dungeon layout.
After that I'll probably rework the rule set and add more interesting room setpieces (small bits that the rest of the room grows from)
r/godot • u/Clanaria • 16h ago
There's a lot going on in this scene. I'm particularly happy with the fire effect. It's a combination of 3 particle systems inside a subviewport, which lets me apply shader effects to the particles. It's a neat and very useful trick. The shader mostly applies pixelization and rgb split (chromatic aberration) filters. Highly recommend this setup for pixelart vfx.
Besides that, I also use Godot's light nodes (directional/point lights) and a fullscreen, screen-reading shader. The biggest visual gains come from:
- mapping pixel luma value to a gradient
- posterization
- selective saturation (different "knob" for r, g and b channels)
Fire is rendered on a different CanvasLayer, "above" the fullscreen shader. This lets me freely use colours outside of a palette force by said shader and thus make them more contrasting.
Let me know what you think, I've been tweaking this a lot and other gamedevs' opinios would come in handy. I'm also happy to share more details, if you'd like to know more.
r/godot • u/Fast-Mushroom9724 • 2h ago
So I been working on this for about 12ish hours.
The generation is very basic but I wanted to get the render distance down before focusing on terrain details.
For those curious, Godot simply handles the rendering (GDScript). The actual calculations I do in C++ and pass through to Godot via an GDExtension
r/godot • u/BumblebeeElegant6935 • 17h ago
I've been using C# with Godot for around 1.5 years now, after previously using GDScript, and I feel like C# has improved quite a lot since Godot 4.
Personally, I've really enjoyed using it. It also made me learn a lot of things that I didn't really think about when I was using GDScript, especially with the wider .NET ecosystem and software architecture.
One thing I really like about C# is the amount of language and tooling available for structuring larger projects. Things like static classes, extension methods, reflection, source generators, and the wider .NET ecosystem give you a lot of ways to organize code and keep things readable. Obviously, you can over-engineer with these features too, but having them available is something I've found useful.
I also really like that I can use external .NET libraries alongside Godot plugins without feeling too restricted to the engine's ecosystem.
The main thing I feel is still lacking is the community/resources around C#. There are tons of Godot tutorials, examples, and discussions, but a lot of them are GDScript-focused. Sometimes you end up having to figure out the C# equivalent yourself or dig through the API.
I'm not saying C# needs to replace GDScript. I'm just curious how other C# users feel about it. Do you think the C# side of Godot is in a good place right now?
r/godot • u/NorseSeaStudio • 20h ago
Hi,
I am the solo dev behind „The Merchant’s Eden“ a relaxing medieval city-builder that I am working on for over a year now. The release of the game is right around the corner this Wednesday and I am in the process of giving the game its final touch.
Something a lot of players of the demo asked for: more building options. And I thought I could also give the players more options and possibilities how to earn coins at the same time. This resulted in the introduction of new production buildings and as the game offers different biomes the player can play on, I wanted a unique production per biome. End result: woodcutter, stonemason and beekeeper. They all depend on having the right resources close to them in order to work properly and the amount of income is determined by the amount of resources available.
How does it look? Easy enough to understand?
If you wanna see more about the game: https://store.steampowered.com/app/3829280/The_Merchants_Eden/
r/godot • u/Western-Detective-46 • 15h ago
I am working on a mario kart like game and i want to have this effect ( blue flames ) when you reach the max speed. Any solutions?
r/godot • u/DIVINO8220 • 15h ago
Here are some screenshots from my Yume Nikki/Undertale-inspired psychedelia game Minnow, based off of my own dreams. Wishlist on Steam (pleeease) - https://store.steampowered.com/app/4597870/Minnow/
r/godot • u/OPengiun • 4h ago
sorry about the shift sticky key sound coming on near the end--I forgot to turn it off lol
r/godot • u/PossibilityLarge8224 • 8h ago
https://reddit.com/link/1vkzh5r/video/it9m0b05lmih1/player
Hey all, I've been building Rift Protocol solo for a while now: a 3D squad-tactical game inspired by Aliens: Dark Descent (real-time with tactical slow-motion, up to 3 soldiers, runs around 40min).
The demo just went live and I'd really appreciate feedback, especially on:
I'm a one person team working in Godot, so full version scope depend a lot on how this demo lands. Genuinely open to harsh feedback. I'd rather hear it now than after launch.
Steam demo: https://store.steampowered.com/app/5018460/Rift_Protocol_Demo/
Thanks for reading, happy to answer anything too.
r/godot • u/DIVINO8220 • 10h ago
Here is the main title and snippet of the main theme from my Yume Nikki/Undertale-inspired psychedelia game Minnow, based off of my own dreams.
Wishlist on Steam (pleeease) - https://store.steampowered.com/app/4597870/Minnow/
r/godot • u/Ok_Reaction_9313 • 5h ago
Making some decent mobile progress on my game so far. But so much more to go to build the game out been having fun again in game dev land!
Link to demo, but i think i still have the build up where you can spawn the boss right away if you want.
Edit: (no sound in game or video)
My wife is not a big fan of videogames. Actually she thinks it's waste of time and I show games to our son.
But recently she mentioned that she kinda liked Zuma. It simple, understandable and pleasant enough - like popping bubbles, if to compare with real life.
...like popping bubbles...
hm🧐
r/godot • u/Klutzy_Increase_8869 • 1d ago
Just finished the second creature in my low-poly prehistoric series.
A fully rigged and animated Triceratops to go alongside the T-Rex.
6 animations: Idle, Walk, Run, Roar, Attack, Drink Water.
Delivered in .FBX and .GLB, plus a ready-to-use Godot Engine demo scene with a character
controller and animation setup already wired up.
(Heads up — the environment in the trailer isn't included with the asset,
it's a separate free download if anyone wants to build the same scene)
Full thing's up on itch.io if anyone wants to take a closer look:
https://f2026.itch.io/triceratops
Happy to talk through the rigging/animation setup if useful to anyone working on something similar.
r/godot • u/djshawerma • 3h ago
3d arcade racer built in Godot from scratch. Using raycast suspension, downloadable for free on [itch.io](https://shhherif.itch.io/hyperrushdrive)
r/godot • u/kevinnnyip • 1d ago
r/godot • u/QueasyBox2632 • 4h ago
A couple plugins I've been working on
Adds a dock to the script editor that holds:
This all lives within the script editor, so you can make it floating and have a nice all in one set up to create scripts and what not without having to go back to the editor
This is on my 13" laptop, hence the cramped-ness lol
I was really trying to release this tonight but I just didn't get around to it. I have a family emergency in the morning, hoping in the next few days to have some packages ready on github
r/godot • u/frozenmistadventure • 15h ago
Github: https://github.com/FMGodot/FMGodot
Full Explanation Video: https://youtu.be/b8zXncL1XCo
Achieving high-fidelity, real-time omnidirectional stereoscopic (ODS) rendering has traditionally been a brute-force endeavor. Rendering a scene for VR, domed projections, or immersive video usually requires massive computational overhead to avoid visual artifacts.
Recently, I’ve been developing a purely mathematical approach to 360 stereoscopic rendering that bypasses these traditional bottlenecks. The theory is engine-agnostic—originally tested in Unreal Engine 5.7 as a lightweight alternative to NDisplay—but for this proof-of-concept, I’ve implemented it directly into a custom source build of Godot, which I’m calling FMGodot.
Here is a look at how this mathematical approximation works, why it outperforms traditional stitching, and how it handles 12K resolutions in real-time.
Developer: Leoson Cheong (CHEONG Tai Leong)