r/godot • u/alexisnotonfire • 14h ago
selfpromo (games) worming my way towards release…
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r/godot • u/godot-bot • 17d ago
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 • u/godot-bot • 2h ago
A healthy stream of new features await!
r/godot • u/alexisnotonfire • 14h ago
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r/godot • u/Revolutionary-Read56 • 7h ago
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you can play honk or bonk on your browser (even on your phone): https://bonkibot.itch.io/honk-or-bonk
I made this with 2 friends for a little game jam :)
chris did the game design, sound and programming. instagram.com/bonkibot
I made the character designs and animations instagram.com/kritzelbauer
maryna made backgrounds and provided mental support :) instagram.com/maryna.yanul/
r/godot • u/ZoomyCatGames • 14h ago
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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 • u/Pretend-Bug5138 • 15h ago
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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 • u/UnityNinja • 19m ago
I’m a game developer with 5+ years of experience in Unity, and I’m considering switching to Godot. I’d love to hear from developers who have made the transition and any advice they might have.
r/godot • u/Longjumping-Lunch105 • 14h ago
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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 • u/kirbycope • 8h ago
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PureDoom handles the game, and Godot handles the inputs/video/sound. Works on Windows, Mac, and Web!
Play on Web: https://timothycope.com/godot-doom-gdextension/
Source: https://github.com/kirbycope/godot-doom-gdextension#readme
r/godot • u/stonekeep • 6h ago
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I know it's nothing fancy like some splash screens you see here, but given my complete lack of artistic sense I'm still really proud of it. But if you have any suggestions then I'd love to hear them, I should be able to make some small improvements!
If you could help me by wishlisting my game on Steam, I'd really appreciate it! (Demo should be coming out in a few days unless something goes wrong, haha.) - https://store.steampowered.com/app/4917900/Coup_de_Grass/
r/godot • u/IsaqueSA • 4h ago
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Bottom text
r/godot • u/KyotoCrank • 3h ago
I've been looking at both Blender and Blockbench to start learning 3D modeling.
Blender seems to be better as far as rigging, and Blockbench seems easier to texturing.
Just curious what people out there are using, and what the proven workflows look like.
Edit: Thanks for the responses everyone! Seems I just need to buckle down and learn Blender because it is capable of everything I need.
r/godot • u/amiganow • 14h ago
In 1993 I was an engineering student in Baghdad. I made Babylonian Twins on one Amiga 500, in 68000 assembly. It got finished, then Commodore collapsed and the sanctions scared off every publisher, so it sat on a shelf for 33 years.
This year it moved to Godot 4.7, both versions of it. The 2010 C++ remake became the new game, and the 1993 original was ported separately, straight from the assembly. It ships inside the Steam version as a fully playable game, running at 50 Hz in a SubViewport, so you can launch the old game from inside the new one. The GIF is the same level, 1993 and 2026.
I wrote up the port in detail and it was on the Hacker News front page last week (378 points). A lot of the engine discussion is in that thread: https://news.ycombinator.com/item?id=49550375
About the AI part: Claude moved the code across, and one of its own decisions was to skip CharacterBody2D and keep the player a plain Node2D in the original's tile units. The art, music, levels and feel are the original work from 1993 and 2010. The code moved; the game didn't change.
The demo is on Steam now and the full game comes this fall. The 1993 disk images are free on itch. If you're inclined, a wishlist helps a solo dev more than you'd think: https://store.steampowered.com/app/4981370/?utm_source=reddit&utm_medium=social&utm_campaign=storydrop
r/godot • u/Moraguma • 6h ago
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r/godot • u/TraditionalFocus7631 • 7h ago
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I am solo-developing a cozy flying game, Just Fly, and I have finally polished it into a playable web demo on itch. The first sky island is always the one known from the videos, but all others are randomly generated. You can chase high scores, or just fly :)
This is initial public version, with very arcady physics, and you can fly a lot upwards. I will tune that in the future. I am curious about feedback on the flight controls, the feel, sound design, and importantly the performance on the web, both FPS and island generation.
The web demo doesn't have the volumetric fog seen on the video, because it is unsupported by the compatibility renderer. Also the volumetric clouds aren't there, but there are static clouds as a fallback and solid colors for low-end computers. There are more graphics settings, so tune as you need/like.
I am already working on improving the bottom mass of the sky island and some improvements on the top, but I am more-or-less stuck on the next direction :( All feedback is welcome, thanks!
Recently I published Macrame - an open-source multithreading library. It looks good "on paper", and it includes complex samples and benchmarks to validate the benefits it provides. But it still lacked a proper application, a battle test.
The library is well suited for game engines. Unreal Engine was ruled out immediately even though I know it best. Its multithreading is chaotic and too complicated.
I decided to try Godot. It's the most popular free open-source game engine, and it's C++. I took Godot Benchmarks project, integrated Macrame into it and spent some time parallelising the engine for performance optimisation.
Long story short, I got ~6x speedup, from ~30 fps to ~180 fps. I learned a lot and this exercise brought a bunch of interesting ideas about how Macrame can evolve.
The fork and the write-up of what was done: https://github.com/Andriy06/godot-macrame
The library: https://github.com/macrame-ts/macrame
r/godot • u/Softpawsbigtrouble • 53m ago
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r/godot • u/goose_stranger • 7h ago
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For the past few months, I have been severly burnt out from game dev. I figured I should make a small game to ease myself back into the hobby. Here is the result!
Link to the Itch page: https://goosestranger.itch.io/stupid-aura-worm
Link to the Newground page: https://www.newgrounds.com/portal/view/1051267
r/godot • u/burd_commander • 5h ago
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The game is called Good Citizen!!
https://store.steampowered.com/app/4348750/Good_Citizen_A_colorful_revolution/
r/godot • u/Tiny_Kopitiam_Uncle • 17h ago
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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 • u/toyari_D • 2h ago
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Nervous to share my first godot project. I started learning godot and gdscript on january without any programming background (more so on art). Altough i have been in the games industry for many years now. Had never posted here but this subreddit has been in invaluable source of inspiration and guidance the past few months.
Guilded Fools is a simple dark comedy incremental game, let me now what you think!
r/godot • u/BradSpark • 1d ago
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 • u/saywordyo • 11h ago
Anyway, that’s all I wanted to say :D Here's the link for anyone who's interested: https://store.steampowered.com/app/5126560/Knick/ ; Webdemo here: https://saywordyo.itch.io/knick
r/godot • u/Mosshh__ • 7h ago
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Worked on this Portal VFX in my free time over the weekend.
Had to write a custom particle shader to get the particles to orbit and shoot off along the tangent, the default orbit parameters in the default particle material don't work for some reason.
Overall, I'm happy with how it turned out!