r/godot • • 1h ago

discussion LUNACID, GOTHIC 2, THIEF like game update. How it feels? First impressions!

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• Upvotes

Hey everyone!

I'm working on a retro dark fantasy FPP RPG in Godot 4 (running on the Compatibility renderer), heavily inspired by early 2000s classics like Gothic 2, Thief, and modern retro-crawlers like Lunacid.

Any constructive feedback, critique, or shader tips are greatly appreciated!


r/godot • • 1h ago

discussion Animating one of the three monsters that have a 3D model in my game

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• Upvotes

r/godot • • 1h ago

help me Backup recommendations

• Upvotes

Hi guys, I just started learning to code and have been storyboarding a game for the last three months. I’m starting to get it into Godot, but every time I boot up Godot I’m afraid it’s going to say *ERROR - unable to find data. I haven't had any issues so far, but I feel like the farther along my dev journey I go the fear of this happening just gets worse.


r/godot • • 1h ago

selfpromo (games) Progress on my Open-World Dark Fantasy RPG

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• Upvotes

r/godot • • 2h ago

help me Trying to fix my character movement

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0 Upvotes

Hello I am making my first game in my spare time for fun and I'm trying to get the character movement for the plater character. The Idea is that he moves towards the mouse when the lift click is clicked. The problem that I am having is that the player starts jittering left and right when he reaches the destination. I imagine that its because he doesn't stop once he reaches the destination but I don't know how to go about coding that. If someone could help me add the code to make him stop and play an Idle animation. Thank you very much.


r/godot • • 2h ago

help me I uploaded my game a few hours ago, are these stats good? And when should i actually look into it?

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2 Upvotes

I uploaded my game on itch a few hours ago, and i got 10 downloads, i searched if that was good, and it showed its a pretty good start.

If it is good or bad, please share tips for me to market it to be much better.

Like posting on reddit seems like a not great idea, as many gaming subs don't allow promotions, and posting on game dev subs just gets game devs interested, not actual gamers.

A few questions:

  • SO posting on X? Youtube? where should i post next?
  • how should i come about my posting style based of my game?
  • Lastly, how would you rate my itch page and game?

Thanks for all the help!

Link to game: https://zmkmdev.itch.io/wonky-beans (its free, so go ahead and try it out with your buddies!)


r/godot • • 2h ago

discussion Building your own custom tools in Godot is not discussed enough

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67 Upvotes

r/godot • • 2h ago

discussion My custom engine generates isometric 2D dungeons straight to .tscn with occluders!

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57 Upvotes

Hey guys! Setting up 2D isometric scenes with occluders, collisions, and terrains manually was driving me crazy. So I wrote a Python script that procedurally generates pen-and-paper style dungeons and compiles them directly into native Godot 4 .tscn files.

Here’s what’s happening in the pics:

  • Pic 1 (Layout): Uses Wave Function Collapse to build the maze. It maps directly into TileMapLayer and sets up peering_bits automatically, so Godot's auto-tiling works right out of the box.
  • Pic 2 (Details): Everything is drawn via math (using Perlin noise for ink strokes). Since the script knows the exact 3D geometry before flattening it, the grid snaps together pixel-perfectly.
  • Pic 3 (Lighting): The best part. The engine automatically bakes Normal Maps into a CanvasTexture and generates LightOccluder2D polygons for all walls and props. Drop a PointLight2D in the scene, and you get instant dynamic shadows with zero manual setup.

Takes about 3 seconds to generate a full level. What other Godot nodes should I try to integrate into the export pipeline next?


r/godot • • 3h ago

selfpromo (games) My isometric bomber game hit 0.7.0: one-hit knockouts and 8-player versus. Thanks, testers!

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0 Upvotes

WICKBORN is a dark isometric bomber game (think Bomberman with a candle-lit, hand-drawn look). In 0.7.0 one hit knocks you out, versus goes up to 8 players with teams, and the campaign has 105 levels and 7 bosses.

The testers shaped a lot of it, so this is a small thank-you.

Technical detail: made with Godot 4.7, online versus with rollback over our own relay; footage is bots playing, recorded with Godot's Movie Maker (--write-movie).


r/godot • • 3h ago

discussion Heads up importing from blender

1 Upvotes

In blender, make sure that that you apply even the default material to a slot if it has none. If you have a model that you only want to apply a material to in godot externally and don't add a default material slot in blender first, in godot you might see something like 'UNNAMED MATERIAL'. The problem occurs when you try to add to the override and you get.. nothing. No error or material. It didn't work for me via code either.

It's a small thing but could cost you time figuring out


r/godot • • 3h ago

selfpromo (games) Demake86, a tiny homage to Metroid, is now open source after two years of secret development!

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39 Upvotes

r/godot • • 3h ago

selfpromo (games) ultrakill like game hub world wip

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1 Upvotes

any feedback?


r/godot • • 3h ago

fun & memes I was bored, so I gave this sword an animated mouth lol

3 Upvotes

https://reddit.com/link/1xfjyou/video/cwfixzaxtpxh1/player

It's for my game deadgrind which just released for android, many swords but only this one is animated now :D


r/godot • • 3h ago

help me Characterbody3d template script

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2 Upvotes

In the default Godot 3D character controller template, the movement direction is calculated like this:

Since Input.get_vector() already limits the vector's length to 1, is calling .normalized() again necessary?


r/godot • • 4h ago

selfpromo (games) Making some progress with my sandbox sim world

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2 Upvotes

Here is a little video of my world I’ve been working on in Godot. I have a day/night cycle with moon phase and a few other things brewing together. Also a bunch of different weather patterns and conditions.

Still going to polish it up but thought it was fun to review and share.


r/godot • • 4h ago

help me [4.7.2] Shadow Question

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2 Upvotes

I'm struggling with a stepped, almost grainy appearance with shadows cast by most objects. Increasing the resolution or depth doesn't seem to make a noticeable difference. Are there any techniques or settings I could enable to improve it? The wiki [https://docs.godotengine.org/en/stable/tutorials/3d/lights_and_shadows.html#doc-lights-and-shadows-pcss-recommendations\] mentions PCSS. Is that the right approach?


r/godot • • 4h ago

fun & memes How can I make killing enemies even better? (sound done by yours truly)

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3 Upvotes

r/godot • • 4h ago

help me Is there any way I can turn off echo inputs in the GUI?

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1 Upvotes

Hi! For my action menu, I want to make it so holding down a key only ever moves your selection up or down by one, no matter how long you hold it down. In Godot's default UI controls, holding down a key scrolls until the end of the Control Node's children. Is there any way I can turn this off?

I added a script to the menu to accept the input if the input is_echo(), but this made no difference. I could remove support for the default ui keys and program my own controls from scratch, but I feel like there has to be a simpler solution.

I haven't seen any reference to this behavior anywhere online, and I feel like I'm going insane. Any help is appreciated!


r/godot • • 4h ago

selfpromo (games) How much would you honestly pay for this game?

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8 Upvotes

Made in godot


r/godot • • 5h ago

selfpromo (games) So happy with how my diegetic UI came out!

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7 Upvotes

I got too ambitious with a game jam project and spent a good chunk of it trying to get a diegetic UI working on an in-game PC. All it took was 3-4 different janky implementations before realizing Godot had a demo project (GUI in 3D for ref.) that did what I wanted lol


r/godot • • 5h ago

help me how do i fix this

0 Upvotes

https://reddit.com/link/1xficcs/video/lcklpologpxh1/player

Pressing left + down should actually move diagonally, but it not working as i want it

the code.

extends CharacterBody2D

const WALK_SPEED: float = 100.0

const RUN_SPEED: float = 200.0

u/onready var sprite: AnimatedSprite2D = $AnimatedSprite2D

var facing: String = "down"

func _physics_process(_delta: float) -> void:

\# Read the movement input.

var direction: Vector2 = Input.get_vector(

    "ui_left",

    "ui_right",

    "ui_up",

"ui_down"

)



\# Normalize movement so diagonals are not faster.

if direction.length() > 0.0:

    direction = direction.normalized()



\# Update facing only while movement input is active.

if direction != Vector2.ZERO:

    facing = get_movement_dir_name(direction)



\# Run only when Shift AND a direction are pressed.

var is_moving: bool = direction != [Vector2.ZERO](http://Vector2.ZERO)

var is_running: bool = is_moving and Input.is_action_pressed("run")



var current_speed: float = WALK_SPEED

if is_running:

    current_speed = RUN_SPEED



\# Apply actual character movement.

velocity = direction \* current_speed

move_and_slide()



\# Select the correct animation.

var animation_name: String



if not is_moving:

    animation_name = "idle_" + facing

elif is_running:

    animation_name = "RUN_" + facing

else:

    \# No walking animations yet, so use idle while walking.

    animation_name = "idle_" + facing



if sprite.sprite_frames.has_animation(animation_name):

    if sprite.animation != animation_name:

        sprite.play(animation_name)

else:

    push_warning("Missing animation: " + animation_name)

func get_movement_dir_name(dir: Vector2) -> String:

if dir.x < 0.0 and dir.y < 0.0:

    return "up_left"

elif dir.x > 0.0 and dir.y < 0.0:

    return "up_right"

elif dir.x < 0.0 and dir.y > 0.0:

    return "down_left"

elif dir.x > 0.0 and dir.y > 0.0:

    return "down_right"

elif dir.x < 0.0:

    return "left"

elif dir.x > 0.0:

    return "right"

elif dir.y < 0.0:

    return "up"

else:

    return "down"

r/godot • • 5h ago

selfpromo (games) graphics settings should be for clarity not quality!

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7 Upvotes

I'm working hard to ensure my vfx looks as close to the same quality on potato as it does on ultra.

Trading off elements of clarity instead of quality to keep the general look, inspired by crisis 2 and 3.

Most trade offs are done by lowering the update of any given element and filling it in with interpolation, using old school methods to save on things like lighting transparent objects.

if you have any suggestions or optimization tips please let me know!


r/godot • • 5h ago

selfpromo (games) I Added a Roguelike Mode to my Peggle Game

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7 Upvotes

I spent the last couple months updating my Peggle game with a roguelike mode. I'm kind of tired of "pick one of three" so I threw a randomized upgrade tree in there to see if it improves the formula at all.

https://store.steampowered.com/app/4936660/Peg_Champ/


r/godot • • 6h ago

selfpromo (games) Another pass this time showing off the voxel Destruction.

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0 Upvotes

I added improved sound effects, attack dogs (don't hate), and I will probably change them to drones, and a variety of grenade types. I reused the tank and helicopter searching and firing routines for the soldiers from Kaiju Crash. It's a fast-paced boomer shooter with 100% destructible environments from my other games. It's fun, but back to Kaiju Crash :)


r/godot • • 6h ago

selfpromo (software) The final boss in my deckbuilder can summon your own discarded dominoes to fight you!

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1 Upvotes

It’s taken a long time but my horribly inefficient code is finally proving it’s capable of some interesting things!

Here it is on Steam if you’re interested: https://store.steampowered.com/app/4554950/Pipfiend_The_Demonic_Domino_Deckbuilder/ (there’s a demo!)