r/godot • • 12h ago

selfpromo (software) Released Godot Launcher 1.13, lets you move export templates to another folder or drive

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2 Upvotes

Godot Launcher 1.13 lets you move export templates to another folder or drive.

Godot's normal Official template path still works after the move. Projects using the same Godot version and edition/flavor can share templates while still keeping their editor settings separate. You can also import named custom TPZ packages and choose a matching build per project.

Godot already shares templates per user. This keeps sharing export templates between Godot Launcher separate project editor settings.

There are tags, a single-line List view for ultimate compact view and can open a project in a terminal too (launch in terminal).

For existing local templates, review the migration choices through a one time migration wizard.

Hope this makes your journeys smoother!

Release notes:
https://docs.godotlauncher.org/release-notes/1.13.0/

**edit: the body was a code block /facepalm


r/godot • • 12h ago

selfpromo (games) Huhu, interested in a dystopian rogue-like game to fight AI taking over all humans jobs? -solo dev

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0 Upvotes

Deprecation is about the last engineer after AI took every job. You fight back with code. This is a 15 second teaser, captured with Godot’s movie maker mode and cut in Remotion with Claude.

Some technical bits:

  • Only the background renders at low res, inside a SubViewport. The player, enemies, bullets and effects sit on a separate full-res layer above it, so the world is chunky and the actors stay crisp.
  • The engineer’s idle, hurt and death animations are one doodle bent by script. The walk is a small rig mixed with frame-by-frame art.
  • The room is a plain grey corporate office on purpose. I wanted a place you could actually get laid off in, not a sci-fi lab.

Status: not playable yet. Building in public. First devlog: https://deprecation.org/devlog/1-the-elevator-works

Art disclosure, since someone will ask: the AI side (robots, world) is AI generated on purpose, the villain is AI, you're fighting a world where everything is made by AI. The engineer, aka you, however and everything related to his world is hand-drawn and then digitalised.

To promote this, I made a fun dystopian and but too real to be true website that will tell you when AI will replace your job: deprecation.org

Would you would play this?

Happy to answer any questions


r/godot • • 12h ago

selfpromo (games) Update: I kept splitting my dungeon crawler into Godot 4 addons. This is fun!

0 Upvotes

A while ago I posted here about pulling the hotbar, unit frames and RPG data layer out of the co-op dungeon crawler I'm building. Since then I've kept going with modularising the game, and it's turned into a set of addons that work on their own or together:

- Forged Game Menu (free): a drop-in Esc menu with saved settings. Drag one scene in and it works.

- Forged Menu System: the free menu plus key rebinding and a Controls page. Title screen, save slots and gamepad rebinding are next.

- Forged Hotbar: MMO-style action bars with drag and drop, cooldowns and tooltips. The bar now resizes from 1 to 10 slots and keeps your layout.

- Forged Unit Frames: player, target, party and boss frames, a cast bar and an XP bar.

- Forged Loot Roll: Need/Greed/Pass group loot windows and the roll rules.

- Forged RPG Data: stats, items, talents, loot and quests in JSON, checked when the game starts.

- Forged Tactics: grid pathing, cover, line of sight and hit chance, plus family lines that age and pass on traits. This one came out of my second project, a generational tactics game.

The GIF is the part I'm happiest with: all the UI kits share one skin, and there's a skin editor scene where you pick colours and watch every frame, bar and tooltip repaint live. Six presets come with it, and you save your own as a resource.

Other changes since last time: every widget is a scene you can drag into your project and see in the editor, and every kit has a browser demo.

To be upfront, as before: most of the code was written with AI help (Claude) and tested in my games, and the itch pages say so.

I'm going to keep developing these alongside the games, so feedback would really help. What would you want from kits like these that they don't do yet? And if you try the free menu, tell me what's missing or what breaks.


r/godot • • 2h ago

selfpromo (games) My first game made with Godot finally has its own Steam page!

3 Upvotes

https://reddit.com/link/1x6zf04/video/pnjxib22ipvh1/player

I've been working on my first game in Godot for a while now, and it finally has a Steam page! Still got a lot of work ahead, but I'm really happy to have made it this far.

https://store.steampowered.com/app/5368130/Dungeon_Architect_Idle/


r/godot • • 22h ago

selfpromo (games) Play the demo of our game with us at the Steam Next Fest!

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3 Upvotes

We're getting everything ready for Steam Next Fest, October 19–26!

We're a father and son developing Geometry Rift: Apocalypse in Godot, and we'd love for you to come try it out with us. We'll be playing live, showing you exclusive footage from the game, and chatting with you for a while.

https://reddit.com/link/1x69rcl/video/48ra0uw1gjvh1/player

  • Monday, the 19th, through Friday, the 23rd: 10:00 p.m. to midnight.
  • Saturday, the 24th, and Sunday, the 25th: 6:00 p.m. to 8:00 p.m.

All times are for mainland Spain. You can find us on the game's Steam page.

The demo is now available and it's free. And if you like it, add the game to your wish list—it really helps us out:
Playable link: https://store.steampowered.com/app/4701970/

You can also stop by our Discord: https://discord.gg/JSFcMpbgyw

Thank you for supporting our game! See you at the livestream

#GeometryRiftApocalypse #SteamNextFest #IndieGame


r/godot • • 10h ago

selfpromo (games) We're rebuilding Fallout 4's engine systems in Godot

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0 Upvotes

Hey everyone! Wanted to share something our team has been working on.

Firstly, Godot has been amazing and I was surprised just how quickly we can do things in it.

Our project is called G.A.R.D.E.N.

We're working on rebuilding Fallout 4's engine systems in Godot. Think OpenMW, but for Fallout 4.

We're using our own custom build of Godot 4.8 with double precision and C# support. Instead of modifying Bethesda's original engine, we're rebuilding the systems ourselves while keeping compatibility with the original game files and mods wherever possible.

Some of what we've been working on:

  • World Streaming: Dynamically loading and unloading cells as you move around the Commonwealth. We've already tested larger active cell areas than vanilla.
  • Asset Conversion: Converting Fallout 4 meshes, textures, materials, and world data into Godot resources using files from your own installation.
  • Animations: Importing Fallout 4 skeletons, animations, and behavior data into Godot.
  • Papyrus VM: Rebuilding the scripting system to support the original game's scripts and existing mods.
  • Rendering: Working on materials, shaders, lighting, and interior light baking using Godot's LightmapGI.
  • Modding: Developing a C# modding framework that gives developers direct access to engine systems without needing executable hooks.

The screenshots attached show some of our early work, including a converted Fallout 4 interior, collision meshes, character animations, and our custom Godot build running the game's menu. These are development screenshots and don't represent the final visual quality.

One of the biggest reasons we went with Godot is that we have access to the entire engine. Instead of spending time working around limitations in a closed-source engine, we can actually modify the systems responsible for them.

We're still in active development, and there's plenty left to do before Fallout 4 is fully playable. But we've made a lot of progress getting these systems built and integrated.

We're also developing other game development tools under G.A.R.D.E.N., so our long-term plans go beyond Bethesda-related projects.

I'd be interested in hearing from other Godot developers, especially anyone working with large open worlds, custom engine builds, or complex asset conversion pipelines.

If you want to follow development or see more technical details, we've also started a subreddit:

https://www.reddit.com/r/GardenEngine/

G.A.R.D.E.N. is an independent, open-source project and isn't affiliated with Bethesda. Original game assets aren't distributed, and users need their own copy of Fallout 4.

A note on AI: Our team consists of game developers, software developers, and visual artists. We use AI as part of our development workflow for coding, debugging, research, testing, and code reviews. Some code is written by us, and some is AI-assisted or generated. We review and test the implementations ourselves. We're a small team working on this in our free time, and AI helps us move faster on a project of this size.


r/godot • • 8h ago

selfpromo (games) I made my solo coop moddable game with 10 mini games

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0 Upvotes

https://store.steampowered.com/app/4185770/cenkers_mod/

cenker's mod is a multiplayer physics sandbox with many mods. Every mod has a different experience. Play included, community-made, and your own mods together with friends.


r/godot • • 1h ago

discussion What do you think about my game's atmosphere ?

• Upvotes

so I did this in like couple of days. what do you guys think about the atmosphere and the vibe of the game ? also I'd like some feedback about the graphics.


r/godot • • 17h ago

fun & memes I am very fond of @export

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562 Upvotes

r/godot • • 10h ago

selfpromo (software) I swapped ground textures for six numbers each, so sand won't crack and stone breaks into plates

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0 Upvotes

Hey all, I just released a ground and rock VFX pack for Godot 4. It works in Forward+, Mobile and Compatibility and in a web export (I tested 4.4.1 and 4.7.2). All the class names start with Terralux and the addon has its own folder. It shouldn't clash with any other pack you've got.

What I want to show is the grounds. Nine grounds that only differ in tint get boring fast, so I wanted nine that still look different with the colour taken out.

I ended up making each ground a row of numbers in one dictionary. The whole table goes into the material once as six vec4 arrays, and a hit only carries the row index. Telling soil from stone is just an array read in the shader:

uniform vec4 tx_surf_d[TX_SURFACES];
float tx_surf_crack(int id) { return tx_surf_d[tx_surf_row(id)].x; }

Sand has crack 0.0. The floor never opens and the dust hangs low and stays up twice as long as dirt's. Stone gets the straight jointed crack style and breaks into flat plates. It doesn't keep footprints at all. Mud takes the deepest print of the nine.

To check it I compare grey-scale fingerprints of all nine and no pair is allowed above 0.80 correlation. My first try said ash and wood floor were 0.992 alike! Turns out I was grabbing frame 30, where the cloud is biggest, and at that point they're all just grey clouds. I moved it to frame 90. By then the dust has thinned and you can actually see the broken floor. Does anyone else test their effects in grey-scale like this? I couldn't think of a better way to catch "same thing, new tint".

The clip is one slam on stone, sand and dirt.

The pack: https://gennai.itch.io/ground-rock-vfx-godot-4 Free version with the footstep dust (step puffs, landing rings, skids and bouncing grit on dirt, grass and stone): https://gennai.itch.io/free-footstep-dust-vfx-godot-4


r/godot • • 9h ago

selfpromo (games) Gold Coins and Red Coins are now in my 2D Mario 64 project !

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4 Upvotes

I'm continuing my attempt to recreate Super Mario 64 in 2D, and I've added two iconic collectibles from the original game !

Gold Coins — Just like in the original game !

Red Coins — The special red coins are now in too !

There's still one important feature missing:

Collect 100 gold coins to earn a Star.

Collect 8 red coins to earn a Star.

I still need to implement these rewards, but the coins are now in the game !

Little by little, I'm getting closer to recreating the original Mario 64 experience in 2D.

What feature from the original game should I recreate next ?


r/godot • • 2h ago

discussion Is AI a good way to convert most of your games code from GDScript to C#?

0 Upvotes

With all this vibe decompiling or whatever - you know what I'm talking about, the rust ports and stuff - we know that AI is now at a point where it's mostly safe to convert almost all of a games code from GDscript to C#. Just wanted to discuss that, never done it so would like to see if someone did it or ever thought about it.


r/godot • • 8h ago

selfpromo (games) Rain in my game can now flood your entire bunker if you forget to close the hatch

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529 Upvotes

Been working on a 2D underground survival game and wanted water to feel like a real threat.

It’s simulated tile by tile, so it fills whatever is connected, runs to the lowest point, and slowly soaks into the soil. Leave the hatch open during rain and it finds its way down into your bunker.

Biggest challenge so far was making it look good. Curious how others handled fluid sim in Godot and how i can improve it

✳️ Below the Ashes is live now! https://store.steampowered.com/app/5337750


r/godot • • 12h ago

discussion How do you organize your menus once you start to get a lot of them?

1 Upvotes

Since my game is generally very menu-light, I thought it would be fine to do basic naive logic

if Input.is_action_just_pressed("Pause"):
  if not inventory_open():
    pause_menu.pause_game()

And similar stuff for the inventory menu. But then I added submenus in the inventory. Then a load-save menu. Then an options menu. Then more menus inside the options menu. Now all the if statements checking whether something's already open are getting tangled and coupled to unexpected corners of the code.

How do you generally organize menus-in-menus?


r/godot • • 11h ago

selfpromo (games) is this too much? need feedback

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2 Upvotes

im not sure if i like the effect, i just need the player not to be covered my trees and such, please ive feedback on the looks and functionality, couldnt ass a video to this so u get pictures for now


r/godot • • 19h ago

help me (solved) Is Godot Good Start to Learn Game Development

25 Upvotes

I am looking for a game engine that will be an easy start for me to learn game development. I have tried other game engines like Unity, but they were to complex for me, who knows, I may be an idiot! Anyway, I have heard that Godot is a really good engine to start with, so I just wanted to hop on here to confirm this.

Edit: Thank you guys for the meaningful help! Kindest and most helpful community I've came across so far ❤️


r/godot • • 9h ago

selfpromo (games) I rebuilt my browser shooter in Godot 4.7 C#, today it's out: Robot Shooter, a free roguelite FPS

0 Upvotes

Robot Shooter started as a three.js game in the browser. I moved it to Godot 4.7 .NET, written in C#, and kept going: the ten three.js rooms, an eleventh, three bosses, and a Workshop with 36 upgrades. Today it's out, free on itch: https://kodblue.itch.io/robot-shooter

https://reddit.com/link/1x6nydg/video/hqvbuknnbnvh1/player

The loop: clear a room of robots, pick one of three perk cards, then push on for more scrap or extract to bank it. Die and the unbanked scrap is gone.

A few things from the Godot side, in case they're useful to someone:

- Forward+ with Jolt physics. SDFGI on High lights the rooms from their neon strips; FSR 2 upscales on the lower presets.

- The game rules (runs, scoring, the Workshop, the perks, the doors) live in a plain C# library with no Godot in it, with 440 unit tests. 136 gdUnit4 tests cover the engine side.

- Each room's shell (walls, gates, trim, pillars, neon) is generated from layout data by an editor tool, so hand-placed props never get wiped when a layout changes.

- Scripted probes play whole runs from the menu and fail on frame-time spikes, so hitches show up before players find them.

Windows only for now. Happy to answer questions and love to hear your feedback!


r/godot • • 11h ago

free plugin/tool I built Rigby2D, a free and open-source alternative to Spine 2D

2 Upvotes

Hey everyone,

I'm a technical artist working in the games industry, and I'd like to share a project I've been developing.

Rigby2D is an open-source 2D skeletal animation editor designed as a free alternative to tools like Spine 2D.

The objective was to build a complete animation workflow with its own editor and runtime while maintaining interoperability with existing skeletal animation formats.

Current capabilities

  • Skeletal rigging and weighted mesh deformation
  • IK, transform, path, physics and slider constraints
  • Animation dopesheet and graph editor
  • Skins, events, image sequences and mesh deformation keys
  • PSD and PNG import
  • Skeleton JSON, binary .skel and texture atlas interoperability
  • Self-contained .rigby project files
  • JavaScript animation runtime and WebGL renderer

The editor is built with Tauri 2 and includes Rigbytron, a rigged and animated mascot used to demonstrate the tool's capabilities.

The source code is dual-licensed under MIT and Apache 2.0.

Current status: v0.1.0 - Early Alpha

Repository: https://github.com/jaisurya-dev-art/rigby2d

Windows downloads: https://github.com/jaisurya-dev-art/rigby2d/releases/tag/v0.1.0

I'd appreciate technical feedback, particularly on the rigging workflow, animation tooling, file interoperability and potential production use cases.

Contributions are welcome!


r/godot • • 11h ago

discussion How I trimmed 34 MB off my Godot web build’s initial load

0 Upvotes

Setup: Godot 4.7, web export, Compatibility renderer, single-threaded.

The problem

Before the title screen appeared, the browser had to download about 113 MB: a 74 MB index.pck plus a 39.5 MB index.wasm (uncompressed). On itch, a “play” is counted the moment someone clicks Run, so I suspect a lot of people left during the loading bar. I can’t prove that, but I didn’t like the odds.

What was actually in the .pck

I wrote a small Python script to read the file list inside the .pck. Breakdown:

  • Music: 43 MB (17 MP3 tracks at 192 kbps)
  • Images: ~22 MB
  • Fonts: ~4 MB

Gzip doesn’t help much here. The .pck barely shrank (73.5 → 72.4 MB) because images and audio are already compressed. The .wasm, on the other hand, compresses well (39.5 → ~10 MB). So the .pck was where the real savings were, and most of it was music.

Fix 1: Move most of the music out of the .pck and download it later

  • I used exclude_filter in the web export preset to remove 12 of the 17 tracks from the .pck.
  • At build time, those MP3s are copied next to index.html. Only a small track list (tracks.json) stays inside the .pck.
  • In game, I fetch each file with HTTPRequest, create an AudioStreamMP3, and assign the downloaded bytes to its data property.
  • The title and prologue tracks stay in the .pck, so music plays as soon as loading finishes. (At first I removed the title track too, and the title screen came up completely silent.)
  • Tracks download in the order the game first needs them. When a new chapter starts, that chapter’s track and the next one move to the front of the queue.
  • For the first 20 seconds after boot, no other tracks download, so the animated title background gets the bandwidth first.
  • If a chapter title card appears before its music has arrived, it shows “Loading music…” instead of “Press Z” and waits (up to 30 seconds).

Result: the .pck went from 74 MB to 38 MB, and the download before the title screen went from ~113 MB to ~79 MB. Music quality is unchanged.

Fix 2: The loading screen image

The HTML loading screen shows index.png, the boot splash Godot exports. Mine was a 1.1 MB PNG, so it was downloading alongside the engine and the .pck and showed up late.

  • After export, I convert it to WebP (~170 KB) and point index.html at it.
  • I also reduced the boot splash PNG to 256 colors (1 MB → 370 KB). At that size I can’t see any difference.

Gotchas

  • Set HTTPRequest.accept_gzip = false. itch serves some files gzipped. The browser already decompresses them, and HTTPRequest then tried to decompress them again and failed.
  • Godot imports every MP3 in the project folder, including the copies in my build output folder. An empty .gdignore in build/ fixed that.
  • Chrome’s autoplay policy blocks audio until the user clicks or presses a key on the page. On itch, clicking Run takes care of that. When I tested on a fresh URL, there was no sound until I clicked, and I spent a while convinced my changes had broken audio.
  • I measured frame times in Chrome while tracks were downloading in the background, and they were no worse than the old build.

How do you handle this?

I’m curious how others deal with large web builds. Do you stream assets after boot, split into multiple .pck files, lower audio bitrates, something else? Any tricks I missed?


r/godot • • 4h ago

selfpromo (games) Made a visual novel style dialogue system

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43 Upvotes

I just wanted to write a cute interaction to show what my dialogue system is like. What's not shown here is that this game is a point and click + bullet hell! (more videos later)

  • Each sprite can have unique dialogue depending on who is in your party
  • This dialogue portrayal can be activated within battles too

r/godot • • 5h ago

help me what is the best way to create big maps in godot ? i want to be able to blend textures.

0 Upvotes

Hello friends im using blender but creating maps with blenders is not easy. What is the best way ?

im having trouble creating roads that blends with grass.

I want to be able to choose where the grass is placed with multimesh.


r/godot • • 11h ago

selfpromo (games) Shipped my first Godot puzzle game on Google Play: Spaceblox

0 Upvotes

Solo Godot project: Spaceblox. A color-logic grid puzzle (yellow/blue/green rules)

Google Play: play.google.com/store/apps/details
Browser build: geeks0n-byte.github.io/spaceblox/play

Feedback on how the rules are taught and the early levels is welcome.


r/godot • • 11h ago

selfpromo (games) The Devoltion, made solo in Godot 4: ex-cop vigilante with an electric sword vs. a 10-min bomb timer

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0 Upvotes

I’ve been building a game called The Devoltion solo in Godot 4 over the past few months. You grapple across streets, chain together sword combos and dual pistols, and fight through a mob-controlled city to stop a bomb before the timer hits zero.

The demo is free on Steam for Next Fest (Oct 19-26). I’d love feedback, especially on how the combat feels.

https://store.steampowered.com/app/5171920/The_Devoltion/


r/godot • • 23m ago

free plugin/tool Physical water

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• Upvotes

If you like it and want to get it for free, send me a private message.


r/godot • • 11h ago

selfpromo (games) is this effect too much? need feedback!

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0 Upvotes

i just need like trees and such to not be in the way of the players view, expeimentin a bit, can i get some feedback on the look and feel?