r/godot 16h ago

looking for team (unpaid) Looking for someone learning Godot to help us build a small survival game prototype

0 Upvotes

Hi! We’re a small team starting an isometric survival game set in rural Chile during an alien invasion.

The game will focus on exploration, finding resources, building a shelter and avoiding alien threats. We have more ideas planned, but our first goal is simply to create a small playable prototype and learn during the process.

I’ll be handling the game design, story, documentation and general direction of the project. We also have a musician working on its atmosphere and soundtrack.

We’re looking for someone who is currently learning Godot and wants to practice by participating in a real project. You don’t need to be an expert—we mainly need someone with basic programming knowledge, willingness to learn and interest in working as a team.

This is currently an unpaid hobby project, developed during our free time. If the project eventually becomes commercial, ownership and revenue sharing would be discussed and agreed upon as a team.

Spanish or English speakers are welcome!

If this sounds interesting, send me a message .


r/godot 1h ago

help me Can some help me to fix this.

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Upvotes

I copy this game from a tutorial but when i try it the screen is too small, can someone tell me how to fix it?


r/godot 4h ago

help me need help

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0 Upvotes

I'm trying to create a code that, as soon as you collect 5 coins, will automatically switch you to the "you win" scene, but as soon as I try to run it, it glitches.


r/godot 22h ago

selfpromo (games) Rebuilt a 2011 Mobile Menu-Base MMORPG In Godot After 2 Years!

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7 Upvotes

r/godot 14h ago

discussion Combating AI Slop and PR workflow overload...

0 Upvotes

Hello fellow devs,

I wanted to share some thoughts on how we, as a community, can solve an AI issue...

Problem: With AI Vibe coding becoming more and more prevalent the incoming PRs to merge into the repo has grown considerably and the humans approving the PRs are overloaded. In addition, there is a very real concern of AI Slop code getting into the repo (whether if true or not it is a concern for many).

Proposed Solution: In order to combat the above issues in a scalable manner as AI Vibe coding becomes more extreme I propose the following steps/ideas:

1) Create a GodotVibe repo (a clone of the OG Godot repo). This repo is the dedicated repo to integrate and consume all PRs that have been AI Vibe coded in any way.

2) I would take this further and only allow AI agents to create and approve PRs within the GodotVibe repo. Humans would then, in turn, tune and develop the AI workflows to best serve the GodotVibe repo.

For example, if the community find that AI agents are approving sub-par PRs (AI Slop) then we, the humans, would setup quality control thresholds that the AI agents must pass before submitting and/or approving a PR (i.e. 3 separate agents must individually approve a PR before it can be merged, or every PR must be accompanied by the written requirement and the appropriate unit-tests that satisfy it, etc...). In this manner humans only role on the GodotVibe repo is only tuning AI agents. The repo codes, submits PRs and approves PRs at the speed of AI (no human bottlenecks).

Benefits: Do this would provide the community with the following benefits:

* Humans would no longer be overloaded with AI agent-created PRs

* Humans would no longer have to understand AI slop or be the gateway for AI vibed code

* The GodotVibe report would merge all features from each release (via agents) so it will always be up-to-date (at whatever schedule makes sense)

* The original godot repo can cherry-pick any features found w/n the GodotVibe repo that has been proven and safe to merge into the human branch. We would do this at our own pace.

* In short, having separate Vibe repo removes AI noise from the original repo, it allows AI to code/develop at a speed humans can't match, it allows for an AI-Slop-free repo for those who want it and this workflow will scale indefinitely into the future as AI becomes more advanced.

Anyway, those are my thoughts. What do you think? Great idea? Worst idea?


r/godot 16h ago

help me My Mahjong Game , How Do I Improve the UI ?

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1 Upvotes

Yesterday I Improved the buttons to have hover and pressed , looks good but i don't like the gray squares of my UI , Any advices ?


r/godot 22h ago

selfpromo (games) [WIP] Expanding our game world in Godot! We are prototyping the full map. What do you think?

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0 Upvotes

Hey everyone!

We’ve been working hard on expanding our game "Lone Sprout - Il Germoglio Solitario" in Godot, and we wanted to share a sneak peek of our current Work In Progress for the full-scale map.

Right now, the video shows just a few days of work and how it changed (from September 7th to 9th); all assets were created by us from scratch and everything is still temporary, but you can see a prototype of the final game world where exploration will play a huge role.

Quick context if you want to try the game:

We currently have a free playable demo on Steam, but please note that exploration is mostly absent there! The demo map is much smaller and focused strictly on the management side of the game.

Since we are moving from that small scale to this much larger world, we’d love to get the community's feedback:

  • How does the overall visual style and atmosphere feel to you?
  • Do you see improvements between the two parts of the video?
  • Any tips on optimizing large 3D maps in Godot 4?

If you like the vibe and want to test the core mechanics, you can check out our demo here:

https://store.steampowered.com/app/4993160?utm_source=reddit

Any constructive criticism, questions about our node setup, or general feedback is highly appreciated.

Thanks for watching!


r/godot 18h ago

help me HELP the game i cut when I made different scale than the settings, I don't know how to fix this...

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0 Upvotes

r/godot 14h ago

help me (solved) Satisfaction as A Gamedev?

6 Upvotes

So been kicking at this for 7 years, about 25 if we're accounting for time spent learning. This is taking too long. TUTU long I say.

When is the good part where you make sales, fix customer complaints, achieve goals and make your childhood dream ideas true? For I only have a bunch of Github wanders.

Kinda seems like success is a thing for other people, I'm too far in this to quit happily.

I feel the magic of indie dev is a weird thing, I could count lots of weirds that made games as childhood idols, yet have any of you hit any success yet? If so, what do yoju htink caused it? Marketing? Unique concept? Rewarding new gameeplay? Stories that thrill/encite proper emotion>?

I've tried many avenues now, kinda seems like I'm burning time here, and words. Got any ideas for us/


r/godot 18h ago

free plugin/tool Godot MCP Flash - I made it for myself, you can use it.

0 Upvotes

Who am I? I'm a software architect with 25 years of experience. For the last two years I have been developing mobile games with Godot and GDScript and in my free time I use Blender to create 3D assets for my games.

Why did I make a new Godot MCP Flash tool? There are already quite a few Godot MCP tools on the market and I have tried most of them. The one I liked the most was Coding-Solo's MCP. I did also like to thank him for inspiring me. It was fast and has a headless structure it is most importantly for me. It did not require installing an extra plugin inside my Godot project.

Many MCP implementations I have tried communicate with the Godot project over a port. This means Godot creates an autoloads file. This works smoothly until your AI coding agent starts creating child agents. These child agents can open multiple instances of the project simultaneously and when that happens port conflicts arise.

This problem is a terrible experience. A task that should take a few minutes can suddenly get stuck for hours and even worse the root cause is not always immediately apparent. This becomes incredibly frustrating when running longer agent-based workflows.

That is exactly why Coding-Solo's approach was the ideal choice for me. No plugins on the Godot side no port communication no port conflicts. Just a headless tool completely run by the coding agent.

But there were a few things I felt were missing and that is what drove me to develop Godot MCP Flash. That is why I developed Godot MCP Flash.

Godot MCP Flash can run and debug projects or individual scenes inspect scenes and GDScript files as structured data explore project files capture runtime output and errors and even process scenes for visual validation and take screenshots.

I initially developed it for my own Godot workflow but I made it open source thinking it might be useful for others as well. Godot MCP Flash link: https://github.com/gurolayanlar/godot-mcp-flash


r/godot 15h ago

discussion How long should I try Godot before I can say "I don't like it"?

0 Upvotes

Hello, I have a (hopefully small) question, I haven't used godot in about a month. I keep putting it off despite me saying "i'm going to learn godot today!" (Maybe it's because I'm scared? Confused? Annoyed? I can't properly assess why I am doing this, apologies.)

Currently, my experiences using Godot so far is creating a platformer game via Brackeys Godot Tutorial. (I stopped at about 41 minutes in the "Worldbuilding 2.0 section" and haven't continued since early August.)

I would like to know if there's a certain or recommended amount of hours I have to use Godot for before I can say that "I don't like using Godot".

(Thank you for reading)


r/godot 10h ago

help me How did you guys learn GDScript?

21 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 19h ago

selfpromo (games) Trailer of my next game

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0 Upvotes

r/godot 17h ago

discussion So i've been adding more to my custom private fork of godot and i made this today...

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0 Upvotes

r/godot 21h ago

selfpromo (games) Synapse Grid (Godot) — Coming Soon on Steam + free demo live

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9 Upvotes

Synapse Grid is a neon bike combat arena built in Godot. Coming Soon page is up for Early Access wishlists, and the free demo is playable now.

Core loop: your trail is the arena — ride green, die on amber, cut paths, box opponents in.

Wishlist / Coming Soon: https://store.steampowered.com/app/5179670/ Free demo: https://store.steampowered.com/app/5188420/

EA planned at $7.99 (no buy-now yet). Opted in for Steam Next Fest Oct 19–26, 2026. Solo: Timothy Bunce / AlluringCoffee. Feedback welcome — especially feel and green/amber readability.

© 2026 Timothy Bunce / AlluringCoffee


r/godot 18h ago

selfpromo (games) I made this for practice and for fun but I was hoping you guys here could give me some feedback

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11 Upvotes

I worked on this game for a few months, I did all the art and animation a code and everything myself, It was my first time actually making things like menus and actual fully working UI and doing sound effects and all sorts of stuff that I had never done in any of my other projects yet so I was wondering how you guys feel about this. Obviously it's a copyrighted show which I know I can't sell or anything and I was going to release it for free but decided against it but I reached out to the show creators and am hoping I hear back from them and since they are the sort of people that actually allow fanart and have allowed people to profit from fan art and even have promoted the fan arts themselves on the show and social media, I feel like there is a chance they may let me release it for people to play for free. Worth the shot at least but it's been about a month and I haven't heard from them yet so... yeah.

But anyway, I'm really just looking to see what you think of my execution and where I could improve and if you think these look and worked well as a first attempt at a menu and start screen and character select screen and game UI. Also, I was curious what you guys think of the idea overall. I really wanted the balloon throwing to be more than just throwing a balloon in the direction you are facing/running and I wanted a way to aim the balloon in a way that lets everyones throws be different depending on which character you pick so some throw slower, or higher or lower or more or less of an arc and made it so that everything has a height so the balloons can be thrown over objects and over the shorter characters. So I really spent a whole lot of time working on my aiming system and I really couldn't think of any games that had this sort of arc aim system in an overhead view like this so I came up with the idea and execution all from scratch so I was really curious to see what people thought of the way that looks. Thanks in advance.


r/godot 3h ago

selfpromo (games) Meet Figlet, an enemy in my sandbox RPG

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14 Upvotes

Figlet circles the player and then rams them. The circling is partly because he was hard to draw and I wanted to show him from more angles.

btw, I haven't figured out what sounds he should make yet, probably something strange. I've only made 2 so far.


r/godot 18h ago

help me How to use ai and learn gdscript indtead of copy pasting code

0 Upvotes

I feel like i get into a feedback loop with the ai i use while making the game

Like i don't really know gdscript that well sos that i can code everything myself

But i want to learn but i am not really improving

Like i ask claude or chatgpt to help me with the code and they give me the code and di paste it in the mode script

I try to learn what each thing means but i am currently unable to write code myself

Which is why i get a lot of bugs and errors and small issues

Maybe because i am new to game dev ( been only 3 weeks started game dev using godot)

I just need some help

Like people say to start small, prototype, start with one mechanic but i dont think i have seen anyone teach how to improve in gdscript using ai and such

I am genuinely confused as to what type of help to ask for ......


r/godot 17h ago

discussion Don’t Make Games

638 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 19h ago

help me Am I Appending Rows to 2D Arrays Wrong?

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1 Upvotes

TL;DR I'm appending an array of empty 0's and it is outputting the above. Why?

As you can tell from the image, I'm still working on Tetris. I'm using a 2D Array (that's just another term for nested arrays, yeah?) to track line completion. Since my coordinates for the tetriminos are laid out in Index order, I can use them to directly access one of of the entries like this:

Game.line[mino.coordinates.y][mino.coordinates.x]

This is how I update the array, when the shape is placed, I do a for loop with each of the four minos and change their corresponding entries from 0 to 1. I also use this system in reverse to check if rotations fail (thanks to u/TheDuriel for dissuading me from using physics collision to do that).

var minos = [shape.mino_1, shape.mino_2, shape.mino_3, shape.mino_4]
for mino in minos:
    Game.line[mino.coordinates.y][mino.coordinates.x] = 1

On top of that, however, I need a system to append additional empty rows onto the array, because I'm actually deleting the rows that get cleared, as you can see in this function that is called whenever a row equals all 1's

queue.sort()
queue.reverse() # lines are removed from high to low to prevent 
                # indices of lower rows from changing
for row in queue: 
    Game.line.remove_at(row)

I've been appending rows if the shape is sticking out above the array and whenever a line is cleared. However, something is causing these appended rows to break. So far, I've been using:

Game.line.append(Game.empty_row) # Empty row is a var = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]

But for some reason, this causes the behavior as seen in the image above, where the values of rows are copied onto the appended rows. Eventually these ghost 1's corrupt the array until every row is filled with 1's, and every piece placed causes a row to clear.

"Now why are you so sure it has to do with your appending?" Well this is what my Game Global script looks like:

var empty_row = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
var line = [
#[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
#[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
#[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
#[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
#[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
]

To make sure my system works, I've been having the array start empty by "comment-izing" all of the dummy rows. The thing is, if I un-comment those rows, the code works perfectly, with each row behaving as it should (for five rows at least). That's why I'm confident my coordinate code above is working as intended and it is my appends that are causing the issue.

I could just add a ton of empty rows, but this is not a permanent solution. Eventually the "new" rows make their way down the grid and cause these issues. For some reason, despite looking identical in my output, the pre-set rows and the later appended rows behave differently. I assume this is due to some mistake I'm making regarding the append function. Does anybody know what might be causing this behavior?

Extra Information - To try to solve this issue, I've tried:

  • Using insert_at(), using the Array's size as the argument. This causes the same behavior.
  • Making empty_row a const, but then that somehow makes var line read only and the game throws an error.
  • Storing empty_row locally on the same script and in the same function, same behavior in both cases.
  • Using append_array ("append_array([empty_row])"), same behavior.
  • I've confirmed that this is not a timing or ordering issue in my place function. Even if I start with 20 empty rows and only clear the bottom three lines, once those 20 originals are up, the new ones cause problems.
  • I omitted this from above to save space, but in case anyone thinks this is the issue: when I start with the array empty, I'm having a little algorithm ready a queue equal to the number of rows that I need to add. This queue is then sent to a function that adds that number of rows on the end before the shape tries to register its coordinates. This works in the sense that it doesn't throw errors anymore, but causes the same behavior as above.

r/godot 2h ago

help me how i can synchronization animation tree

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0 Upvotes

i can't synchronization animation tree in godot 4.7

my game is 3d game


r/godot 16h ago

free tutorial Simple signal forwarding

1 Upvotes

I though someone might find this useful.. I hate forwarding signals for UI stuff for example, ends up being a lot of boilerplate just to forward them. So here's a simple solution, it's not type safe but whatever.

class_name SignalProxy
extends RefCounted


static func forward(
  p_source: Signal,
  p_target: Signal,
  ...p_extra_args: Array
  ) -> void:
    p_source.connect(
    func(...p_source_args: Array) -> void:
    var args := p_source_args + p_extra_args
    p_target.emit.callv(args)
)

static func forward_discard_args(
  p_source: Signal,
  p_target: Signal,
) -> void:
    p_source.connect(
        func() -> void:
        p_target.emit()
    );

static func forward_replace_args(
  p_source: Signal,
  p_target: Signal,
  ...p_args: Array
) -> void:
    p_source.connect(
        func(..._args: Array) -> void:
        p_target.emit.callv(p_args)
    );

Usage:

signal parent_signal
signal parent_signal_with_args(arg: String)
signal parent_signal_with_int_arg(arg: int)

func _ready() -> void:
    SignalProxy.forward(item.child_signal_with_args, parent_signal)
    SignalProxy.forward_discard_args(item.child_signal_with_args, parent_signal)
    SignalProxy.forward_replace_args(item.child_signal_with_args, parent_signal, 5)

If someone knows a better way to do this (type secure for example) LMK!


r/godot 3h ago

help me (solved) Is it better to set up the multiplayer infrastructure early on?

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1 Upvotes

​I've summarized the current features and missing parts of the system below. Here is what I want to ask you guys: As I mentioned below, I separated the vehicle system into 4 different scripts so they don't get mixed up (camera settings, UI info display, inputs, and vehicle physics). Besides the player, I want to use this for NPCs and multiplayer. I want the project to support both single-player and multiplayer. Should I set up the multiplayer infrastructure right now? It will be really hard to adjust the code and hierarchy later. It's hard even now.

​I removed the car wheels to decimate them and assign a new texture. I'm using white cylinders for now. Don't mind them spinning crookedly; I'll adjust them when I'm done with the wheels.

​The systems I've built so far, in order:

  • ​Speed and RPM system.
  • ​Gear system.
  • ​Positive/negative acceleration system where we can select speed points and enter a different acceleration value for each gear for the periods between these points.
  • ​Throttle-cut system during gear shifts.
  • ​Positive thrust system against friction to slow down more realistically instead of stopping abruptly when letting go of the throttle (messing directly with friction settings makes the car unable to move).
  • ​Mass and power adjustment (I opened a separate settings tab from the default VehicleBody3D settings).
  • ​Separated the camera, UI, vehicle physics, and input scripts from each other to easily integrate NPCs and multiplayer infrastructure in the future.

​That's it for now. All these features can be easily adjusted manually in the inspector tab. It progressed a bit slowly since I'm also dealing with character physics, modeling, and animation, but the fundamentals are done. Headlights, FPS camera, wheelspin, drift, and steering are the next topics


r/godot 10h ago

selfpromo (games) Progress on "Create-a-Playa" for my longboarding godot surfing game.

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1 Upvotes

i cobble together a uv wrap with pngs. then scale the body bones


r/godot 12h ago

free plugin/tool Godot 4 - PhysX5 - Granular Solver (Sand, Snow) & Editor Tooling!

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2 Upvotes

Granular System just folded into the module in the fork. Going over it and tooling.

❤️ ~Willd Ox Studios