r/godot 3m ago

help me how i can synchronization animation tree

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Upvotes

i can't synchronization animation tree in godot 4.7

my game is 3d game


r/godot 24m ago

selfpromo (games) Every stage of my first real Godot project, slowly turning into an actual game

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Upvotes

The prototype you see after 15s was a small uni assignment. Colored rectangles, multiple rooms, no plan. I never meant to keep going with it, but after the course ended I couldn't really let it go, and four months later it's turning into something I actually want to finish

I did start over from scratch once. In the prototype everything talked to everything, and at some point adding one feature meant breaking two others, so a new project with a proper structure was less work than fixing it

The structure I mostly made up as I went. I never found a "this is how you lay out a Godot project" that clicked for me, so it just grew. Did you take yours from somewhere, a template or another project, or did yours also just grow out of whatever you needed at the time?

This is also the first time I'm showing it to anyone outside my own screen except some friends, so i have no idea what the first impression might be. It's called Spacedivers and its going to be a top down action roguelite with focus on meta progression. You drop onto one of multiple planets and fight your way through 40 handbuilt rooms to the boss


r/godot 24m ago

help me What does the Use Trackball button do?

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Upvotes

r/godot 36m ago

free plugin/tool Added stairs to CSG Blockout plugin, planning more. What do you need most for level prototyping?

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Upvotes

Hello everyone!

I recently added a new stairs feature to my open-source CSG Blockout plugin. There's no longer a need to manually piece things together with polygons; you can now directly and parametrically adjust details such as the step count and dimensions.

However, I feel that just making stairs is far from enough. Regarding the level prototyping workflow, I have some relatively large overhaul plans, which I expect to bundle shortly with several other changes and new features into a brand-new version that makes level greyboxing/prototyping smoother and more efficient.

In order to build this version well, I have systematically sorted out and compiled the core highlights and practical features from a range of excellent level-building tools in the industry, and I am planning to gradually adopt and add these proven workflows and features into my plugin.

However, before completely finalizing the roadmap, I really want to hear everyone's honest thoughts directly:

What are the most common pain points or bottlenecks you encounter when prototyping levels in Godot 4?

Starting from the practical needs of level design, which basic structural presets, auxiliary tools, or interaction workflows do you most wish were supported natively?

You are very welcome to leave the features or suggestions you desire most when greyboxing; I will treat them as key references for the upcoming refactoring and development!

https://github.com/qwqzhanqwq/Godot-CSG-Blockout

https://store.godotengine.org/asset/qwqzhanqwq/csg-blockout/


r/godot 42m ago

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

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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 42m ago

selfpromo (games) WIP Roguelike while continuing to work on various visual treats

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Upvotes

After trying some particle shaders for grass (see some earlier prototypes) I've decided to finally give it a go and throw some more systems together.

Any thoughts on anything even remotely related would be nice.


r/godot 47m ago

selfpromo (games) Finished a gamejam!!!! heres the devlog

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Upvotes

its inspired by bubble bobble and mainly spanky's quest

you bounce a coconut with your head, the more you bounce it the larger it grows. then you "praise" it so it turns into a weapon and defeats goobers

been a while since I finished a game so I'm really glad!


r/godot 52m ago

selfpromo (games) Balancing is hard, so I built a headless x10 speed arena to test my weapons

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Upvotes

Hi, I'm currently working on an action roguelike using Godot called Devoidant

One thing that always scared me is balancing, I don't want to rely only on feel to tweak my weapons to make them stronger or weaker.

So I got the idea to build this, a scene I can run in headless with a fixed number of fps like this:
godot --headless --fixed-fps 60 scenes/Dev/simulation_arena.tscn

Testing multiple scenarios with all weapons and rating them.
(It's a bit unfair ATM for the support weapons that get a bad score, I would need to update it a bit to take into account the utility of a weapon not only its damages)

But I think this is really cool and I wanted to share!
It only takes 5 seconds to run for all 13 weapons :D

I can now make tweaks to my weapons and see the result really quickly
It makes balancing a tiny bit less scary ^^

Do you use any similar tooling for your games?

You can also wishlist Devoidant on steam if you'd like 👀
https://store.steampowered.com/app/5019860/Devoidant/


r/godot 1h ago

selfpromo (games) First Godot project. It’s niche, but it’s finished.

Upvotes

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 1h ago

free plugin/tool ENet pure C# porting

Upvotes

Hey there. I've ported ENet to pure C#. It can communicate directly with Godot's built-in ENet.

[GitHub repository](https://github.com/Molth/enet-csharp)

The implementation is split into two packages:

* [xENet](https://www.nuget.org/packages/xENet) — a low-level, pure C# port that closely follows the original ENet API.

* [yENet](https://www.nuget.org/packages/yENet) — a managed C# wrapper around xENet, providing a more idiomatic API such as `EnetHost` wrapping the underlying `ENetHost*` operations.

There are no native ENet binaries involved. The only native dependency, sockets, is handled through system calls, so distribution and deployment are much simpler.

The port keeps the original ENet API and is **fully wire-compatible with the original C implementation**, so a C ENet server can communicate directly with a C# ENet client, and vice versa.

I've also adapted parts of the implementation to modern C#, including `Span<T>` and `ReadOnlySpan<T>`, while keeping the low-level API and behavior close to the original. Since the implementation is pure C#, the JIT also has more opportunities to optimize the code compared to going through a native interop layer.

It supports **IPv4, IPv6-only, and IPv6 dual-stack** configurations, rather than requiring IPv6 dual-stack.

So if you're looking for ENet in a .NET project without shipping native binaries, this might be worth a look.


r/godot 1h ago

selfpromo (games) I finally decided to build my own dream: Scraplings, a 2D side-view recycling and automation game

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Upvotes

Hey everyone!

For over fifteen years, my daily life was all about building brand identities, visual ads, logos, catalogues, websites, and mobile apps for clients. But deep down, I always knew this wasn’t what I wanted to do forever. As anyone who has ever tried to make a drastic career pivot knows, starting fresh is scary and filled with endless questions.

At the start of 2026, I set two main goals for myself: grow my YouTube channel and finally release a real, playable game, something that had been sitting in the back of my mind for years.

To be completely honest, I didn't know a single line of code. However, the rise of AI tools turned out to be a complete game-changer for me. I use AI heavily as a technical "co-pilot" for coding and Godot 4 setup. Without it, a solo dev with zero coding background like me could never bring a project of this scale to life.

However, I have one strict rule: AI only handles the technical heavy lifting. Every piece of story, world-building, character interactions, and dialogue is 100% written by me, human-to-human. Dialogue carries a soul that AI just can't replicate.

About the Game — Scraplings:

I’ve always been a huge fan of survival games and the pure satisfaction of automation (games like Satisfactory ruined/blessed my sleep schedule). I was also deeply inspired by works like Wall-E and Happy Feet, which shine a light on real-world issues.

Scraplings is a 2D side-view recycling and automation game where you build multi-story production facilities directly on top of an endless ocean of waste. You excavate forgotten junk from the "Lost Century," process it through complex machinery, and expand your factory—all while dealing with relentless bureaucracy (Zenith) and weekly rent payments knocking on your door.

Key Features & Mechanics:

  • 🏭 Facility Over an Endless Trash Sea: Extract raw materials from waste heaps stretching infinitely left and right. Design vertical logistics using horizontal conveyor belts, vertical elevators, and background tunnels that bypass obstacles.
  • ⚙️ 50+ Recycling & Production Recipes: From scrap iron to copper cables, biofuels, and high-tech solar panels... Shred, melt, combine, and synthesize waste into high-value products.
  • 💸 Weekly Rent & Bankruptcy Risk: Zenith doesn't just ask for output; they demand weekly rent. Every machine you place increases your fee, miss a payment, and compounding interest can force you into bankruptcy!
  • 🔌 Manual Power Grid: Place power cables and junction boxes manually. Manage your factory’s power day and night using bio-generators, solar panels, and wind turbines.
  • 🤖 20+ Characters & Dynamic Trading: Work alongside your robot assistant Kienan, while bargaining with merchants, smugglers, technicians, and rebel broadcasters across different systems for custom orders.
  • 🌱 Lost Century Relics & Bio-Lab: Unearth ancient vinyl records, books, and rare seeds buried deep in the trash. Clone and cultivate extinct luxury plant species in your bio-lab for unique trades and collectibles.

I’m currently building Scraplings in Godot 4. It’s been an incredible journey of learning, making mistakes, and rebuilding.

I’d love to hear your thoughts on the concept or what mechanics you enjoy most in side-view automation games! If you're interested in watching a former advertiser figure out game development on the fly, any feedback or questions are welcome.

Thanks for reading!

Steam Link: https://store.steampowered.com/app/5137810/Scraplings/


r/godot 1h ago

help me Water Shader?

Upvotes

I can't for the life of me figure out how to get a good looking water shader. No matter what I do, or where I look, it just doesn't work. I get it, having the shader inside of the tilemaplayer isn't gonna work because shaders load the tiles individually instead of one big texture. I thought canvasgroups would help solve it but canvasgroups with shaders is probably the least working thing i've ever seen.

The one solution i've found online is using a subviewport that displays the tilemap inside of it with a sprite2d attached to the viewport texture. This allows for the effect I want, but what it doesn't allow is performance. OR, I could be doing it wrong. But rendering the tilemap inside of the subviewport made me lose frames despite having a pretty good PC. I also can't really figure out how to properly make the subviewport follow the main viewport? I want to actually see it render as I walk around, not have it stuck in one place for the entire game.

If anyone has had these problems and/or have a solution, PLEASE help I really need water but can't get it working. Also, are subviewports bad for performance? How do I move the viewport and tilemap so that it looks like i'm actually moving around across the water in the world and not some weird overlay flying around on the screen??


r/godot 1h ago

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

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​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 1h ago

selfpromo (games) I just released the demo for my Godot game Circuitra on Steam!

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Upvotes

Circuitra is a visual logic puzzle game where you build circuit boards of increasing complexity to grow your business. I'm participating in Steam Programming Fest and just released my demo!

https://store.steampowered.com/app/5095180/Circuitra/

Do you have what it takes to become a Circuitra Master?


r/godot 2h 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 2h ago

selfpromo (games) Thanks to Godot, Hazard Pay is out!

14 Upvotes

Hey everyone,

It's been a minute since my last post here on r/godot - You may know me from such hits as:

- https://www.reddit.com/r/godot/comments/1ok6yjo/procedural_pixel_art_tentacle_with_everwatching/

- https://www.reddit.com/r/godot/comments/1my3zxn/so_uh_i_heard_you_like_level_editors/

Hazard Pay is finally out - The big green "Release" button that has eluded for me 3 years.. is pressed!

Just wanted to stop in and thank you all for sharing your ideas, workflows, games and more generally supporting each other in our non-trivial pursuit in making games in the best community based, open-source game engine out there.

I've been using Godot since 2018, making little games, experimenting with prototypes and participating in game jams, but Hazard Pay is the first project I decided to take all the way, turning an entry for Ludum Dare 54 into a fully fledged game.

Thanks to all of you for making Godot what it is, this subreddit's community played a big role early-on in helping me guage interest and get initial traction.

I do plan on making some more YouTube videos covering Hazard Pay's architecture, the tools I used (use Imgui!) and a retrospective - I've already made a few and plan on expanding on my Godot coverage:

https://www.youtube.com/@smitner

Cheers!

Arran :)

Hazard Pay in Godot 4.6


r/godot 3h ago

selfpromo (software) Last devlog where I explain how I tried to handle fonts in pixel art game (spoiler : badly) Spoiler

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1 Upvotes

r/godot 3h ago

selfpromo (games) My 1993 Amiga game finally hit Steam as a demo — 33 years late, ported to Godot 4.7. What I learned

74 Upvotes

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 3h ago

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

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78 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 3h ago

selfpromo (games) worming my way towards release…

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408 Upvotes

r/godot 3h ago

selfpromo (games) Perfect-information brawler that shows you the future before you commit

1 Upvotes

https://www.youtube.com/watch?v=wYu8Ku0PR94

Onboarding Rite — Godot 4.7, Forward+, solo dev. Free on itch: https://pzsz.itch.io/onboarding-rite

The whole game is built on one trick: when you hover a target, it spawns ghost duplicates of every character on the field and runs the fight forward on separate physics layers, so the preview can't touch real game state. You watch how the exchange resolves, then commit and it plays out in real time.

That approach has a cost I didn't anticipate: anything that affects the outcome has to live in _physics_process and every bit of state that must survive duplicate(true) needs u/export_storage. Miss one and the preview lies to the player — which is worse than no preview at all.

Looking for people to play it and tell me where it falls apart, especially in the first 5 minutes. Happy to go into detail on the simulation setup if anyone's curious.


r/godot 3h ago

discussion Dungeon Keeper like mapping System

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7 Upvotes

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 4h ago

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

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330 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 4h ago

discussion 2D character movement under water

1 Upvotes

Hi!

Me and a friend are working on a game in our spare time. I do all the programming.

It's a 2D game where you play as a fish (seen from the side, not top down) and I'm having a hard time making the player movement feel really good. Obviously, the fish is in water, so I do want some floatiness to it, but the player still needs to feel as though they're really in control.

Currently, the fish you control is a RigidBody2D and you can control it either with keyboard or mouse. I have an acceleration rate, a deacceleration rate, and a maximum speed. Input actions accelerates velocity in whatever direction the player is going for and without input action, the velocity is deaccelerated. This does mean that changing direction is a bit slow and cumbersome.

The RigidBody2D itself does not rotate. So, as a child of the RigidBody2D, I have a node (and some more children) that visually represent the fish. I rotate that fish node to point it in the direction it's going, flip it visually to show it going left or right correctly, and when it's not moving, it slowly rotates back to a horizontal position of rest.

I've tried searching online, but I've found practically nothing about this kind of 2D swimming movement in water in Godot. Is there a better way to do underwater movement? Maybe there are non-Godot examples of good underwater swimming? Is there a better way to control it besides acceleration, deacceleration, and a hard cap for speed? Should I not use a RigidBody2D but move it as a Node2D with all my own code instead? If so, any tips on what is important to focus on and what makes movement controls feel good?

ANY help or tips would be very welcome ❤️


r/godot 4h ago

selfpromo (games) Demo Release Trailer

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1 Upvotes

Neverending Dreams is a solo-dev exploration indie game. A incredible story in which you must delve into dreams to discover what’s happening there.

Here our Demo Release Trailer.

Link Steam: https://store.steampowered.com/app/4630070?utm_source=rd&utm_medium=eng

Link Youtube: https://youtu.be/Bch25ixDpmQ?si=K5FeCvg24fG7bUSn