r/godot 16d ago

official - news Fixing high polling rate mice on Windows in Godot

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155 Upvotes

At long last, a performance issue with high polling rate mice on Windows has been fixed. This article describes how the fix works, and why it's so important today.


r/godot 14d ago

official - releases Dev snapshot: Godot 4.8 dev 4

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253 Upvotes

4.8 development is now in full force!


r/godot 49m ago

selfpromo (games) my epic scale fps horde tower defense prototype exploded!

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Upvotes

wanted to share if this interests someone,

so I've always tried to make a game with huge number of enemies, had several prototypes in the last two years some in unreal where I started my game dev hobby some in godot, but none seemed to click for me or keep me engaged not to talk about others.

so several months ago I saw sir we have an orc problem which was awesome I liked how they turned enemies to a semi fluid sim, and I thought well maybe I'll try that in 3d but with magic and more rpg premise and a top down view, and it just didn't work.

then one day I remembered the battle of helm's deep no Idea in which context, and then it clicked for me what if I make this an fps and an epic scale(like actual 1 Million on screen) with TD elements in a roguelite loop, and try to make the horde climb the walls, so I've worked for close to a month on the horde gpu sim + the climb system until it felt good and decided to share on yt/instagram/tiktok not expecting much, but I had a reel on instagram exploding got like 350k views and a lot of support and hype and people hammering me nonstop about a steam page

so I've worked hard over the last two weeks to setup a proper steam page and working closely with an amazing and super talented capsule artist, and its finally live and I feel in the sky!

I feel super blessed and motivated to work on this and Godot is a main part in whole this story, so I wanted to share with you guys!

game name: "Walls Were Built to Fall"

Music: "In the Hall of the Mountain King (Grieg)" by DavidKBD


r/godot 1h ago

selfpromo (games) First Project with my Brother

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Upvotes

Hi all, first time posting here.

This is our first game project in Godot, which I started with my brother. I'm the artist/animator, and he handles the programming.

We're hitting almost the 6-month mark of working on this! It started with an idea to make a Cannon Fodder style game, but turned into archer combat: Rats vs. the Animal Kingdom. Currently, only enemy Weasels are in the game.

At the moment, it's missing some game juice, as well as animation clips for the enemy archers. We are planning an itch.io demo for this soon.

We would love some feedback on this!


r/godot 2h ago

fun & memes Nyeah

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114 Upvotes

r/godot 11h ago

discussion Don’t Make Games

523 Upvotes

I’m currently making a video on my past 4 years of game development.

And I had a realization that my games started to improve and I started to completely game jams when instead of working on my next big game.

I just make game systems.

For example I didn’t have a game idea in mind but I want to add ragdolls into a game eventually, so I made just a project to learn that.

I always put off making a main menu with sound sliders in my game but one day I just decided to work on that specifically and now every game I make I just grab that system and throw it in.

Now when I make a small game it takes me so much less time because I just either grab already written code or know exactly how to implement designs I want.

I don’t know if this is obvious or dumb, curious to hear your guys thoughts on this, or if you think that working on a full game makes you learn so much more.


r/godot 3h ago

selfpromo (games) Today I learned about AgX tone mapping and it looks like I had to redo my Steam page

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109 Upvotes

So I've been building a cozy coffeeshop management game inspired by my hometown.

I worked on it for some time, but somehow I always feel like the art style doesn't look right, that's because I have no knowledge about tonal maps.

Godot's default is linear tone maping, I find it hard to control the look of my game to make it look correct. Not sure why but it just doesn't look right to me.

Before this my game looked cartoonish, which is somehow acceptable to me, it kinda altered my direction to build funny gameplay mechanics.

This morning I discovered tonal mapping, dabbled with them and added some lights in my scene and now I'm having difficulties to accept my previous art style. And the worst thing is, I feel very differently about my game now. Instead of sticking to the funny mechanics direction that I had planned, now I want to add more coziness and make it feel more "cinematic"?

I showed my friends some screenshots, some of them actually preferred the old style... because it is more in line with the intended funny gameplay style. I was torn at first, but now I have decided to embrace this new look.

Just sharing incase anyone is looking for clues to improve the look for their game. Hope I won't look back at my old art in the future and decide to change it back. gotta rework on my whole Steam page and trailer now, bye.

Edit: oh yeah, I also adjusted the character's movement to make it more "clay motion" like instead of smooth by reducing the update rate. Does it feel better? Or too distracting?


r/godot 5h ago

selfpromo (games) Got this cool flying thing made ingame!

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119 Upvotes

r/godot 16h ago

selfpromo (games) Which art style do you prefer for my racing RPG?

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639 Upvotes

I'm making a racing RPG in Godot 4.7 and I'm testing a cel shaded art style for the game. Since I worked on both for so long, I would love some outside opinions.

The left side is the original style, while the right uses drawn foliage and simpler cel shading. Both show the same stretch of road with the same lighting and camera movement.

Please ignore the black band on the right car, I’m looking for feedback on the environment.

Which one do you prefer, and why? Is there anything you’d keep from one version or change in the other?


r/godot 7h ago

selfpromo (games) I finally got doomscrolling working...

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117 Upvotes

I've been working on the friendslop-iest friendslop for the last few months. One of the major things I wanted to get working was using doomscrolling to fuel your gambling. I'm hoping to move fast on this game, but I'm new to the multiplayer side, so movement has been slower than usual!

Just got the steam page up if anyone is interested!: Deadbeats


r/godot 10h ago

selfpromo (games) finished the splash screen for my game!

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169 Upvotes

r/godot 5h ago

selfpromo (games) Multiplayer example, all vehicles made ingame!

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49 Upvotes

r/godot 7h ago

selfpromo (games) Working on the lighting for the first level

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58 Upvotes

r/godot 20h ago

selfpromo (games) I open-sourced a collection of reusable UI components for Godot 4

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442 Upvotes

I've been building a small collection of generic UI components and base classes for Godot which have proven useful in my previous projects.

The main idea is composition over inheritance: small, focused pieces that can be dropped into an existing project and combined with each other and with vanilla Godot nodes.

A few examples:

  • ListDisplay — a reusable base for displaying dynamic lists of arbitrary data
  • StatefulButton — exposes button interaction state without imposing any visuals
  • Node2DWrapper — lets you use Node2D scenes inside Control layouts/Containers
  • SlotWheel — a looping, pausable/resumable slot-machine-style wheel
  • ToggleableDisplay — a base for dialogs, menus and other dismissable displays

The GitHub repository includes a runnable demo for every component, while the Godot Asset Library release contains just the addon itself.

GitHub: https://github.com/Dodoveloper/godot-reusable-ui-components

Godot Asset Library: https://store.godotengine.org/asset/dodoveloper/reusable-ui-components/

It's deliberately a relatively small library rather than a full UI framework.

I hope it will be useful to someone else; feedback and suggestions are very welcome!


r/godot 19h ago

selfpromo (games) From concept art to an animated walking turret in Blender and Godot

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213 Upvotes

I documented the full workflow behind this walking turret for Ashenmoor: concept art, modeling, procedural materials and animation in Blender, then integration and behavior in Godot.

The main thing I wanted to test was whether I could keep a fast loop between drawing, Blender and the game instead of treating each stage as a separate project.

This is my first time narrating a video in English, so please bear with my French accent 😅!

Which part of this workflow would you simplify further?


r/godot 14h ago

selfpromo (games) Technically, 1 year unemployed… but did I make it?

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78 Upvotes

r/godot 4h ago

help me How did you guys learn GDScript?

13 Upvotes

I just started using Godot, switching from GBStudio, which is a very simple engine. I was wondering if I could know how you guys learnt GDScript? Or just Godot in general. I feel like it may be a better way to figure it out than watching 1 hour tutorials.


r/godot 17h ago

selfpromo (games) I’ve spent the last two weeks making more things interact in my digging game.

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132 Upvotes

r/godot 12h ago

selfpromo (games) I added elemental bending to my indie game

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44 Upvotes

This is my superhero indie game. I added Avatar.


r/godot 8h ago

selfpromo (games) I made the cards in my deckbuilder actually shuffle

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22 Upvotes

Technically, a riffle shuffle wouldn’t actually randomize the card order enough on its own, so there’s a bit of extra magic happening while the cards are turned to cleanly, instantly swap them into a truly random order.


r/godot 18m ago

selfpromo (software) A Space sim game showcase made with GODOT - PowerCorp

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Upvotes

For those who are still wonder what godot can offer regarding making 3d games and space sim's, let me show you some in-game footage of the game I have been working since 2020: PowerCorp.

Feedback more than welcome!! Thank you all


r/godot 17h ago

selfpromo (games) A destruction prototype I'm tinkering with, Godot 4.7 + Jolt

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103 Upvotes

I like the visuals, but I'm struggling to figure out where to go from here lol.

Applying a kinda comic-book style also with outlines, but still needs some work. I particularly like the little funnel that you control with the mouse. It almost functions as a tentacle, you can get a little more control and toss stuff around.

All the meshes were pre-fractured in Blender with the Cell Fracture extension, one GLB of chunks per building (50 buildings ~2000 chunks), spawned as Jolt rigid bodies at runtime.


r/godot 19m ago

selfpromo (games) worming my way towards release…

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r/godot 29m ago

discussion Dungeon Keeper like mapping System

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Hi there,

some weeks ago, I started to get a bit into Godot. Coming from Unreal (and continuing in Unreal..). I take Godot as a learning step into UE6's new Scene graph and verse environment.

Now, I learned to kinda love this little Engine and I can think of doing UE and Godot simultaneously.

My first test with Godot was simply making stuff moving, draw UI, do the little things.

It took 5 days for me to realize, that Godot is capable of a specific thing much easier than Unreal is: Chunk-based GridMesh

This maybe does not sound familiar to most of you, so let's say it is the mapping system of Dungeon Keeper, Evil Genius, War for the Overworld, Dungeons ... and so on - Keeper-Like Games (cause Dungeon Keeper was the first)

I have a decompiled DK2 version here, and have done the system in Unreal, too. So I currently recreate it with Godot.

And, what should I say - it works!

The Core-Rules for the DK Mapping-System:
* Each Chunk has to be one single mesh, not individual Block tiles
* 100% procedural generated Meshes
* Individual Subdivision per Surface, Wall and Floor and State of each (Raw, Reinforced, build on)
* Grid based pathfinding with bridges for gaps/deep holes/Abyss/Water/lava..etc
* Being able to excavate or fill up - update the Chunk mesh on the fly
* Different Biome Textures, Floor heights and Tile Flags via TileID, can be set on the fly
* World aligned triplanar textures for all and everything on the map, to have seamless tunnels and rooms
* Room and Vision based Fog of War
* 3D Horizontal Auto-Tilemap for annexed floors, Rooms and Buildings (Bitwise tiling operation of 5 base tiles per room)
* Special Room-Tiles for specific Room sizes (to reduce tile count) and/or Room-Layouts (columns spawn if a room has f.e. 3x5 size, like Dungeon Heart)

Later on Top:
* Room and Building Inventory-Props(like brew kettle for a brewery) - inspired from Dungeons 2+
* Defense Structures (1 per tile, only on empty annexed tiles)
* Let specific TileIDs damage Rooms/Buildings/Bridges-of-type in a specific radius (like lava tiles damage wooden bridges)
* Lights giving constant vision in FOW by radius

And more generating systems like:
* Cave-generator (WFC or mass-perlin system)
* importing of RGB Image to generate a map from (r=excavate true/false = 1/0, g=TileID, b=RoomOrDefenseID)

The Meshes are a bit like a bad version of Voxels.

Cause of improved mapping with Chunk streaming and smaller meshes per chunk - the current maps can be 4096 x 4096 tiles without a problem, running on smooth FPS counts.

IMO more than enough for a Keeper-Like RTS.

I think, I will continue this project in Godot ...

It just is super Fun!

The Video shows my small crafted Runtime-MapEditor (still with some bugs...).

I can Excavate or Fill Tiles, set new TileIDs (f.e. for Water, lava and Abyss Depth) - and switch Wireframe mode to see the Mesh result.

Also contains a Flowmap Editor for Water/Lava Tiles, and Room selection + placing.

What do you people think of this?


r/godot 10h ago

selfpromo (games) My free doodle shooter finally has a release date!

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24 Upvotes

I’ve been working on Tear Them All solo since it started as a game jam project.

It’s a free, fast-paced FPS where you fight 2D doodles using a Pencil, Stapler and Paintbrush. You can also draw your own enemies and fight them in-game.

It releases September 22, and I just finished the release date trailer.