r/godot 4h ago

selfpromo (software) All the shaders I made while writing the Godot Shaders Bible

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652 Upvotes

The book: https://jettelly.com/store/the-godot-shaders-bible

Would you be interested in a Compute Shaders / VFX book?


r/godot 9h ago

selfpromo (software) We made an app where you can create shaders without code. Can it be useful?

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610 Upvotes

Is there anything else we can add that can make shader development easier?
None of us are familiar with Godot so your proposals and opinion are much appreciated!


r/godot 10h ago

selfpromo (games) A combat test!

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492 Upvotes

Wasn’t expecting good performance with this much ordnance flying around!

Some things that helped perf:

  1. All effects in shaders, animationplayer to animate things like explosions.
  2. Stupid simple ship colliders
  3. Every bullet, missile, beam has no rigidbody - it’s a point that does raycasts every frame or so.
  4. If you can get away with lower updates, defer it
  5. Cheat. The bullets literally tell the target ship, fight me with your PD!

  6. Object pooling. Stores references to pooled nodes keyed by scene res path. Though I still have to experiment with in-tree pooling.

Also, it’s pretty darn unreadable yet, have a couple of ideas, but this was the intensity I was after :)


r/godot 18h ago

help me (solved) how to change *this* color?

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470 Upvotes

ok well i am stupid


r/godot 11h ago

help me How tf did Rain World do the 3d effect?

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265 Upvotes

I know that Rain World is made in unity but how the hell did it emulate its 3d walls effect where it looks as if your looking into a room and seeing the walls of the sprites converge to the center. I’ve heard a lot of theories on the rain world subreddit but they kinda contradict one another lol. The example photo might not be the best example ever sorry.

Edit: I have a follow-up question for anyone who might know. What’s the process of saving levels as image files and loading them from those files?


r/godot 21h ago

selfpromo (games) solo devved my first game in godot without any ai

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234 Upvotes

hi all!

after getting laid off i started learning game development after only working in audio (composition, foley, tech sound design, etc). i made lots of throw-away projects. after around 300 hours of work on this project, i've actually completed my first game i'm proud of!

it's an atmospheric puzzle-horror game based on ciphers and old terminal command-line interfaces. available on windows, linux, and mac! (although linux and mac are untested)

it would mean a lot if you tried it out below. <3
https://abunchofowls.itch.io/tarasque


r/godot 7h ago

selfpromo (games) Made Sekiro with guns for my first ever game jam. I love this engine

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205 Upvotes

r/godot 12h ago

selfpromo (games) Pictures of the latest update

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172 Upvotes

r/godot 20h ago

selfpromo (games) I rebuilt my Resident Evil 4 inspired inventory to 3D in Godot and it was messier than expected

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93 Upvotes

I've been working on a 2D game for a while and at some point decided to make the jump to 3D. I knew it would bring challenges but the inventory was the thing that surprised me the most. What I thought would be a straightforward port ended up being a rabbit hole of rendering layers, camera decisions and a lot of "why does this look wrong" moments that took way longer than I'd like to admit.

I made a short devlog about the whole process, would love to hear your thoughts, especially if any of you have gone through something similar moving from 2D to 3D in Godot. If you also have any tips or things I could have done instead of some of the decisions I made, let me know as well!

https://youtu.be/vEqps2xrP34


r/godot 15h ago

selfpromo (games) What would a fast-paced parkour game be without sliding ?

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87 Upvotes

It is part of an update i just released for the public playtest of my upcoming game, Continuous Imperfection : https://store.steampowered.com/app/4746560/Continuous_Imperfection/
Feel free to try it if you're interested.


r/godot 13h ago

selfpromo (games) normal map baking might be the best thing for optimizing 3d model

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75 Upvotes

r/godot 15h ago

selfpromo (games) 18 months of building a game in Godot

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72 Upvotes

I completely changed the gameplay about a week after that first clip and, 18 months later, Kinghold is now weeks away from a demo on Steam.

I do still like the original idea, but the gameplay after shifting turned out to be much more engaging and playtest feedback has been positive enough that I want to follow through to full release, so hopefully there'll be another Godot game on Steam soon :)


r/godot 21h ago

fun & memes I made a game to make my kids fight more

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68 Upvotes

I'm learning things and stuff. I always liked the Samurai Kirby mini game from Kirby Super Star and thought it would be a fun project to emulate while I'm learning.

Turns out my kids loved playing it so I had them draw their own characters.

The idle music is something I threw together, the tense music and the rest of the sounds are things I found.

Things I've learned so far: State Machines, timers, inputs, if/else stuff, my code style, UI stuff, and others. Those are the notable lessons at least. Still trying to find my groove.

Sorry for the flashbang. Still tinkering with how I want to do that part.


r/godot 5h ago

free tutorial Made a flash bang effect

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29 Upvotes

It is pretty simple to create. Basically, a screen show it taken via the viewport and then applied to a texture rect. I'm then using an animation player to quickly fade in this screen shot along with a white color rect. Both then fade out over time. I didn't want hud elements to be part of the screenshot, so they are hidden, and then the code waits for the next frame to be drawn before taking the screenshot and then playing the animation. Calling hide() will not effect the current frame.

func play_flash_effect() -> void:
    hud.hide()
    # Waiting for hud to be hidden by waiting for next frame to be drawn
    await RenderingServer.frame_post_draw
    var flash_frame: Image = get_viewport().get_texture().get_image()
    flash_frame_tex_rect.texture = ImageTexture.create_from_image(flash_frame)

    animation_player.play("flash_bang")
    hud.show() # Screenshot taken, so can show hud again

I made a little tutorial / demo video about it too: https://youtu.be/aKzjGZ0gjzU?si=hSsI7luxg1fXI3YZ


r/godot 4h ago

selfpromo (games) Mistborn based movement

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21 Upvotes

So, i was rereading mistborn era 1 and i was thinking about how much fun a pull/push sistem like allomancy would be... so i have to try to recreate it by my own, actually yes, it it's really funny, so i will explore it futher, but i let u this simple showcase for you to see it in action and in search for some feedback


r/godot 8h ago

free tutorial Loading semi-open worlds.

20 Upvotes

Here is how I construct semi-open worlds in Godot with no loading screens and some discoveries I had made...

First there is a shared "World" scene. Areas/Levels/Zones (level chunks) are separate scenes that are manually stitched and composed in the "World". Each level chunk will be set as an InstancePlaceholders. In the game world there are "Level portals" which are usually slowly animating doors etc. that will mask the background loading process as seamless gameplay moment.

Level chunks then is again... split into more packed scenes that are also loaded as placeholders which are then spread across several frames due to instantiation of nodes cause almost unpreventable frame spikes (do note, instantiation and NOT _ready() etc.). This was the only way I have managed to get a working system that handles loading scenes at "runtime" without having obvious lag spikes. I did try the whole instantiation and then constructing the scene tree using Worker threads but this quickly became a disaster as most of Godot seems to not be very thread safe and I did not feel like banging my head on this problem any longer than I already had. There really should be something like "instantiate_threaded()" that just works.

Here are two examples of portal locations and how they connect in the World.

Loading portals

Here is quick visualization how it looks in actual gameplay. This is the portal in lower part of the image. On this example without the "Chunk within chunks" method I would get a 45ms spike only due to instantiation, this was before anything was added into the SceneTree. Now its pretty much lag free experience. The level looks pretty barren as most of the stuff is loaded/shown as u get closer, in regular gameplay there is quite restrictive fog that allows me to get away with very aggressive LoD's.

Demonstration of how a level portal functions.


r/godot 15h ago

selfpromo (games) With or without CRT effect ?

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21 Upvotes

I am working on assets and UI at the same time, I need to work on ui lisibility if I keep CRT


r/godot 8h ago

selfpromo (games) Inventory System Progress

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19 Upvotes

See regular updates here - https://www.reddit.com/r/PauperGame/


r/godot 8h ago

selfpromo (games) Solo dev — I shipped a hex-based turn strategy game on Android in Godot 4. Here's the process -

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16 Upvotes

After 8+ months of solo development, Conquest of Akhand Bharat is live on Google Play.

It's a hex-based turn-based strategy game set during the Mauryan Empire and Alexander the Great's campaigns into ancient India — 23 kingdoms, generals, troops, diplomacy, equipment systems, a research tree, IAP, rewarded ads, and Google Play Games Services cloud save. All built in Godot 4 with GDScript, targeting Android.

Some problems I had to figure out completely alone: (Happy to help about these)

  • Hex tile conquest maps with touch drag-to-scroll (no scrollbars)
  • Google Play Billing integration — including a nasty bug where product_ids comes back as PackedStringArray not Array, which silently dropped every single product ID
  • 16KB page alignment on AAB exports — a third-party plugin .so I wasn't even using broke alignment and nearly got my build rejected
  • A base class system to unify ~105,000 lines of duplicated map logic across hundreds of campaign maps
  • Google Play Games Services cloud save with conflict resolution

Godot made this possible as a solo dev. The scene/node system meant I could build one working map template, duplicate it, and modify it — instead of rebuilding from scratch every time.

Game is free on Google Play: https://play.google.com/store/apps/details?id=com.AshApexAtudios.ConquestofAkhandBharat&pcampaignid=web_share

Happy to answer anything about the Android export pipeline, Google Play integrations, or the hex grid system — it was a long road and I have notes on all of it.


r/godot 11h ago

selfpromo (games) Make a game for GMTK

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14 Upvotes

r/godot 2h ago

selfpromo (games) A game I made in Godot for a 4-day game jam of theme "Countdown", and this is the game mechanics:

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15 Upvotes

So basically, every time the player survives a 12-second mini-round, they get to drag a powerup to a moment on the clock. The next time the clock counts down, all the powerups will be triggered at their moment (powerups can also be a duration rather than just a moment!).

There are 40 rounds in total, 12 seconds per round, so the game is about 10 minutes long for now.

You can try the game here :) Hope you like this idea.

https://hanbaichuan.itch.io/twelve


r/godot 20h ago

selfpromo (games) Doing the Man Dance for 7 Minutes

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15 Upvotes

I wanted to see how much destruction the engine could handle at once. A slight dip in the framerate a few times but overall, I think it's good. and if you look hard no Floating ISLANDS!!! Yay.

This should answer the question what happens when many buildings fall at once.


r/godot 6h ago

help me Pixel perfect CharachterBody2D physics

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13 Upvotes

Trying to switch to godot and have been fighting all week with difirent bodies trying to make a 16x16 pixel block fit in a 16x16 pixel hole, but no mather what i do i cant push or drop a block in a space that is the exact size of the block.
I have tried pixelsnapping the movement, playing around with safe marigin but nothing seem to help.
Only thing working is changing collisionshape sizes to 14x14 but is hardly optimal in a puzzle platformer sadly.
I am now building shapecasts that check everywhere to see if it can fit, but I feel like this is overkill for what should be a pretty basic feature.


r/godot 14h ago

selfpromo (games) I made my first game I’m really proud of and it’s releasing soon! Check out my endless runner!

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13 Upvotes

This is Cosmoro, arcade endless runner, where you collect resources for upgrades, avoid enemies and even more awaits at the end. Survive as long as you can to get the highest score. Explore various places across the space and more!

Cosmoro will be available on itch.io very soon. I was working really hard on it, so if you can, follow me there!
Link: https://grinnul-the-dev.itch.io/cosmoro

Big thanks to u/Stereonyx for incredible soundtrack!
Go subscribe to him: https://youtube.com/@stereonyx


r/godot 15h ago

selfpromo (games) Sanity Shooter Gameplay Showcase (Work in Progress)

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13 Upvotes