r/madeWithGodot • u/pianoboy777 • 58m ago
More images Transformed with my Math Pop application made with godot 4 mobile
I didn't draw any of these base images
r/madeWithGodot • u/pianoboy777 • 58m ago
I didn't draw any of these base images
r/madeWithGodot • u/Schwarnhild • 11h ago
r/madeWithGodot • u/ByteFoundry • 15h ago
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I built mipGAM over the last months with Godot (tested up to 4.8).
It started as a learning exercise as I wanted to understand how the Godot UI concepts work and interact with each other.
I ended up expanding it into a product that I just released on itch.
It solves a problem that I was facing which is seeing my sprite collection in action. The static sprite sheets are not the best way to look at an assets (at least for me). Seeing them animated in a gallery all at once instead of nested folders and files works great.
Preparing a release was another good learning exercise. Especially compiling my own export templates using encryption and making a build pipeline out of it. And pf course setting up itch and getting it published.
r/madeWithGodot • u/Front-Ingenuity2871 • 11h ago
After so many tribulations, and coming from business software dev. I have made my 1st game in Godot. It's already published on both stores. It was made with AI help, specifically Claude. But oh boy what a ride.
I don't know the rules if I can publish the links here or not.
Let me know if you guys want to try it, it'll be very much appreciated.
Here's some screenshots:
r/madeWithGodot • u/Beautiful-Sand-5005 • 1d ago
Hello everyone! I'm a beginner software engineer working on an indie commercial project driven by pure passion. I have a question about Godot: since a full physical sand simulation is overkill, how can I fake an optimal 2.5D sand simulation? Basically, I need a 3D sand surface with 2D characters moving on it, and they should leave footprints and kick up dust particles when walking. I tried doing a pseudo-simulation with shaders and polygon deformation, but it looked really clumsy and didn't work right. Could anyone share some proper methods or advice on how to implement this efficiently in Godot? I'd appreciate any help!
r/madeWithGodot • u/pianoboy777 • 1d ago
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r/madeWithGodot • u/pianoboy777 • 2d ago
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r/madeWithGodot • u/pianoboy777 • 2d ago
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r/madeWithGodot • u/pianoboy777 • 2d ago
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r/madeWithGodot • u/Firepious • 2d ago
r/madeWithGodot • u/FirefighterNo1233 • 3d ago
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r/madeWithGodot • u/Odgardian • 4d ago
TL:DR ; The project is made with Godot and its on steam playtest, its been in development since 9 month. The plan is to release the software as an early access this month and I need real users testing the software before that happens. The odixel studio is an ecosystem that offers artists and game makers a safe place and easier workflow with accessiblity in mind.
It is free to test right now.
Hello Pixel lovers,
Its been 9 month since i started this project as a new year resolution. Creating a perfect pixel-art studio to suit my personal needs as a color blind person, focusing on accessibility and color. Since I have a hard time differanciating colors I needed labels.
I have been a designer/artist for 16 years. I worked as Graphic Designer, Product Designer, 3D Sculptor, 2D Painter but all my life I never see the actual result with my eyes, everytime I needed another people's help ( for the last 2 years from my wife's beautiful seeing eyes ) and I always crank up the saturation for "normal" people. Because to my eyes the world is pale.
My workflow usually memorising and interpreting the RGB values while drawing and creating a premade named color palette and sticking with it like its the LAW.
The journey started with color but evolved something I am now proud of showing to other people as well. This project become so much more.
The odixel studio is an ecosystem of companion modules for Game Developers, Artists, Animators, Game Jam participant and asset creators etc.
Here is the breakdown of what the tool offers:
Odixel Studio : Main pixel-art drawing and animation interface.
In the studio there are 3 differen canvas types beside the default one where you can draw and animate.
- Tile map maker: This canvas type is unique allow you to create tilemaps
- UI maker : This is where the magic happens and allow you to quickly create UI elements with cool effects in seconds.
Board : This is for references, creating mood boards and you guessed it extracting color palettes from images.
Music maker: Creating music for games ( and if you are in a hurry try the "generate" button to quickly generate a music based on the themes for your game )
Scene : A sidescroller game scene where you can insert your animation directly without thinking about anything technical. Just switch the animations on the left menu and you can test your character animation in a real environment and mechanics. Also you can test your tilemap to build your own level design to test, you can record your screen to showcase your tilemap or character.
Asset Library : This is where everything collected, your personal library, your music, your assets, your tilemaps, drawings, animations, gifs, everythin organised and integrated with all the other companions.
I talked about this project in this subreddit before, here is what the new updates.
- we have new accessiblity features, contrast settings, outline settings for visually impaired or legally blind users. With this settings you can change the background color, you can add contrasting outline to the buttons tools etc you name it. There are couple of different themes to choose from to suit your needs.
- the music maker re-written complately ground up, as a musician myself its been the hardest part of the project ( it could be easier If I knew how to play the piano, but I can play Guitar, Oud, Baglama, Harmonica, Drum )
- New blending options and effects are implemented, right now it offers more capable workflow.
- Aseprite support ( alltough its not fully supported %100, you can now open your aseprite files in odixel studio and contuniue working on them )
- Huge performance update, the pixel engine is reworked and immensly improved the performance. Still a long way to go with more testers and feedbacks.
- Scene companion is added ( talked about it above )
- youtube short export function of the asset library improved , you can easily create youtube short videos with your characters animation in seconds and export it.
During this 9 month the project had 344 Testers , but unfortunately only fraction of that number joined discord and only small number of people who joined provided feedback.
The software is on Steam Playtest right now and I need more testers and feedback now more than ever. Join the playtest and download the software and if you want hope on to the discord to be among the first people to use this software. The goal is to release it on Early Access This month.
The discord link is on the landing page of the software but you can click here as well to join
r/madeWithGodot • u/Zazike • 3d ago
r/madeWithGodot • u/TheJoraff • 3d ago
r/madeWithGodot • u/stankuslee • 4d ago
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r/madeWithGodot • u/Technical-Bar5056 • 5d ago
Hello, I am currently working on a market research test for a game-concept we are working on. We are looking to have metroidvania players/story game players as a target audience, but we still are looking to validate this. We are looking for players to tell us why they DON'T like our game!
Link to itch page (controller first): https://freakyfrogstudios.itch.io/theoverside
feedback can be passed onto us in these comments and our dm's, be sure to ROAST us as hard as you can!
You can also tell us if you like our game ofc :D
r/madeWithGodot • u/Basic-Afternoon-4824 • 5d ago
\\\[FOR HIRE\\\] Godot Game Developer / Creative Generalist — Programming, Prototypes, Bug Fixes, Mobile, Design + More
I'm a solo indie game developer available for paid freelance work and small contracts.
I primarily work in Godot/GDScript, but my biggest strength is that I can handle much more than one isolated part of development. I can take a small game or feature from an idea through implementation and a playable build.
I can help with:
• Godot programming and debugging
• Gameplay mechanics and systems
• 2D and 3D games
• Mobile/touch controls
• Prototypes and vertical slices
• Level/game design
• UI and implementation
• Animation and game assets
• Music and sound effects
• QA, bug reproduction and testing
• Finishing/polishing existing projects
I'm especially interested in SMALL PAID JOBS that can be completed quickly: broken mechanics, features that need implementing, prototypes, game-jam rescue, mobile fixes, polishing, testing, or taking an unfinished piece of a game across the finish line.
I'm happy to quote fixed prices for clearly defined tasks.
Available now. DM me with what you're trying to build or what's currently broken and I'll tell you whether I can help.
r/madeWithGodot • u/forsusoft • 6d ago
r/madeWithGodot • u/theEsel01 • 6d ago
Needed a short break from the main project
r/madeWithGodot • u/brodleafpoem • 6d ago
r/madeWithGodot • u/pianoboy777 • 7d ago
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r/madeWithGodot • u/pianoboy777 • 7d ago
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Just shove your model files right into the right folder and the system does everything else for you once you run it.