r/godot • • 16d ago

official - releases Dev snapshot: Godot 4.8 dev 7

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233 Upvotes

Feature freeze has arrived!


r/godot • • 11h ago

official - releases Dev snapshot: Godot 4.8 beta 1

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187 Upvotes

Godot 4.8 enters beta!


r/godot • • 9h ago

fun & memes Godot 4.8 more slim.🏋️‍♂️🚴‍♂️🤾‍♂️

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272 Upvotes

r/godot • • 2h ago

help me Players just dont want to look inside this one stall.

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79 Upvotes

For my Horror game i really need the players to have a look into all stalls.
But, because the door is like half closed, so many players (my playtesters and also streamers that played the demo) just dont look into this middle stall.

whyyyyyy?

1)I have blood stains on the door.
2) I have a plank with a rope on the top.
3) I have Blood stains on the ground.
4) Something is shining green inside.
Before the first playtests, I had nothing from this. Then i add 1), then 2), then 3) then 4).

what does it need to make at least most of the players curious about "maybe there could be something interesting in this stall, lets have a look"?

Its an anomaly game and the player should have a look at every part of every room. but the players decide to leave this one part unexplored for some reason. And of course there is something in this stall that can change.

Help me!


r/godot • • 16h ago

selfpromo (software) I made a thing.

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467 Upvotes

Source 2 Hammer inspired mesh editor in Godot.


r/godot • • 19h ago

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

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621 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 • • 54m ago

selfpromo (software) I built Probuilder but for Godot

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• Upvotes

I really don't like doing level geometry in blender so I made a tool that allows you to do it straight in Godot. Honestly, it's been a game changer for me and blocking out environments takes like half the time it did and it feels like the old days in Hammer.

You can get it on Itch https://calinleafshade.itch.io/unibuilder


r/godot • • 8h ago

selfpromo (games) Making an incremental game inspired by the Oregon Trail in godot

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53 Upvotes

progress! my work lately has been on refactoring pretty much every system to get ready for Biomes! here's a glimpse on how biome transitions work, they can change the environment, background, skybox, sun & moon, as well as change parameters and conditions in something called the WorldState which handles evaluating various rules and conditions that effect things like entity spawns and random events. so far, the most complex biome that we had planned was the River! which the player can now jump into and try to cross! you'll be presented with options to either "caulk and float" or "attempt to ford" and depending on what you choose will affect how you traverse the river.


r/godot • • 2h ago

selfpromo (games) Creative Coding in Godot

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16 Upvotes

Been trying to do some creative coding in Godot. I saw this p5js script from '@okazz_' on twitter and decided to make a version in godot, using tween for the positions and rotations


r/godot • • 17h ago

selfpromo (games) How Realistic Is My FPS Movement?

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237 Upvotes

I made a full FPS movement system with around 19 animations, including crouching, idle, walking, running, and more. The jacket also has physics, and the player interacts with the environment using foot IK based on the floor type. A full sound system is coming soon!

Subscribe for more: https://www.youtube.com/@QUBISTOR


r/godot • • 3h ago

selfpromo (games) What do you think of this? Looking for honest feedback and constructive criticism.

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16 Upvotes

I've implemented some obstacles and worked a bit more on the water and foam (simulated using actual fluid physics).

I've also added birds and their sounds, although I still need to increase the audio range since you can barely hear them right now.

I've added some vegetation props as well.

Is there anything you would remove, add, or change?

I'm still not sure whether I want to add music.


r/godot • • 6h ago

selfpromo (games) Very early shots of my voxel space coop game!

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27 Upvotes

In the game you are part of a crew of up to 4 players, and have to work together to pilot and manage a starship. There will be epic space battles, ship boarding, EVA space walking, and tons of procedurally generated locations to explore like planets, space stations and ship encounters.

Main aim of the game is to upgrade your ship as a team e.g. more power, bigger armoury, weapon upgrades and new gadgets


r/godot • • 10h ago

selfpromo (games) Hero Shooter progress

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63 Upvotes

Hello everyone!

I'm working in a Hero shooter game for the past... MANY months? With my team.

Heavily inspired by Marvel Rivals, Paladins, Overwatch and even Deadlock. So expect characters with similar mechanics lol

I hired voice-over, 2D artist, 3D artist etc. They are still hard at work, but I'll soon bring the new assets to the game. For now all meshes & textures you will see are basically all placeholders I bought and edited.

Skill Icons were made by AI for now, but I already have an icon artist to replace everything, same for character portraits (every in-game character is bought & edited asset anyway), so soon I'll make sure to replace them with proper assets.


We have been doing multiplayer playtests with 4-10 people every 2-3 weeks, and the general feedback have been super great!

2D Artist:

3D Artist:

SFXs Designer:

Announcer played by:

Jr. Programmers

  • Well
  • Jauaum (No portfolio yet)

Feel free to share your feedback, ask questions etc.


r/godot • • 2h ago

selfpromo (games) I made a game where you memorize stacking rules until your brain explodes. It’s out on Google Play!

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14 Upvotes

A month ago I posted a demo here [check it out] of a game where rules stack up until your brain gives up. You guys left a lot of good feedback, and honestly it shaped almost everything that came after.

Today it's out on Google Play, for free. 🎉

It still starts with one simple instruction:

DO NOT PRESS THE RED BUTTON.

Then the rules pile up:

Don't press the hexagon.

Don't press the number 5.

Don't press this...

Don't press that...

...and you have to remember all of them as you go!

What changed since the demo

- New setting. I pivoted away from the original RPG theme because I felt it didn't suit a mobile audience. I moved the game to outer space. You're now flying a rocket to Earth: every new rule boosts the ship, and every mistake blows it up.

- Something happens at level 61. I won't say anything about it.

- Google Play leaderboards for each mode, so you can show the world how good you are at not pressing the red button.

- Portrait and landscape support.

How far can your attention span take you? Drop your best level in the comments!

This is my first ever game and there's still so much I'm learning, so I'd love your feedback, good or bad, especially on the difficulty curve and anything weird on your specific phone. I'll take it all to heart.

Thank you all, genuinely. This sub is a massive part of why I started (and finished) this journey.

------------------------------------------

DON'T PRESS THE RED BUTTON

Play it free: Get it on Google Play now


r/godot • • 22h ago

selfpromo (games) Moving away from the clean "ligne claire" shaders - Before and After (Waram)

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398 Upvotes

Title edit : it is : AFTER/BEFORE.

Hello, 2 weeks ago I showed you my "ligne claire" shaders in my videogame made in Godot and how it looked for me cluttered and busy. Your feedbacks were valuable and I took some time to try to rework it. Composition wise it wasn't possible to change much, except for some color palette. But I took some freedom to "kill my darling" and decided to break the rules I've set to myself. And I think that it was the right decision.

I've decided to finally introduce shadow, highlights, and rims and film grain.

However as I'm totally submerged with this game dev during my freetime, I could have been lured by it ! So your fresh eyes could help me again decide and close this shader subject completely to move on with the rest of the game.

Here are some in game screenshots (After/Before). Thank you !


r/godot • • 23h ago

selfpromo (games) I am making game journalist : The game

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501 Upvotes

I am making a puzzle platformer where instead of finishing the level yourself, you have to make sure all the playtesters get there. And you do that by painting ledges and platforms with yellow paint™️


r/godot • • 8h ago

selfpromo (games) I'm making a retro PSX survival horror game set during a residential quarantine in 1999 China

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29 Upvotes

r/godot • • 19h ago

selfpromo (games) Skies can be lonely so I got some mecha friends

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223 Upvotes

r/godot • • 17h ago

selfpromo (games) Changed a boss in my game last minute, did I go too far chat ?

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138 Upvotes

Hello, so I changed the boss of the reptilian level in my game a few weeks before release.
Am I too insane to risk my project like this ? Not like I plan on earning anything with this lmao but I'm having the time of my life developing it.

Project is : https://store.steampowered.com/app/4892810/HEXECUTIVE_ORDER/


r/godot • • 1d ago

selfpromo (software) The math behind shaders and VFX ✨

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1.3k Upvotes

Currently writing a book called The Complete Godot VFX Handbook, and I made this video to showcase the math I use when creating VFX. Anyone here creating VFX for their games?

Here's a coupon GVFX2OFF for anyone who wants to preorder the ebook and get access to the first 90 pages 🔗 https://jettelly.com/store/complete-godot-vfx-handbook


r/godot • • 2h ago

selfpromo (games) Looking for feedback

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8 Upvotes

Do uploaded a playable html5 on itch and would really appreciate your opinion on it. Link is below. Also played on both pc and mobile but recommend PC.

https://volt1011-studio.itch.io/energy-protocol


r/godot • • 13h ago

discussion How do you avoid burning out on your own game during development

50 Upvotes

Obviously this applies beyond Godot but I've found Godots fast build times means that it's easier than ever for me to tweak and rebuild games in a loop.

Often leads me to getting very burnt out from playing and not appreciating the game I'm making.

Just wondering how others deal with this feeling.


r/godot • • 8h ago

selfpromo (games) Created this big robot snake boss for my rhythm game, does it look cool?

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23 Upvotes

r/godot • • 20h ago

free plugin/tool PopcornFX's Godot plugin (meet the team at GodotFest)

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190 Upvotes

Earlier this month, we announced our Godot plugin and we wanted to share some of our progress.

So here's a little sneak peek of the showcase we are building!

All these effects have been created in PopcornFX and integrated into Godot with the plugin.

The current version supports all the basic features needed to import 3D effects made with PopcornFX.

We are still working on 2D effects support and we will be releasing the patch for GodotFest.

Our team will be on site and we hope to meet you there on November 3rd and 4th.

As always, we would love to have your feedback!


r/godot • • 23h ago

selfpromo (games) Experimenting With Unique Portals!

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296 Upvotes

I've been working on this portal shader! We have portals in our game that teleport the player back to the start of the level and it's finally time for me to replace the placeholder visuals.

The parallax logic is from binbon on GodotShaders. I have two variants here, one flat and one arranged in a cube. I'm not sure what to go for, since in our game the player can approach a portal from all sides so the cube makes sense but I also like the simple plane. Would love second opinions! Or any cool other ideas how I could style these.

The planar portal also grows larger if you get close so you get the feeling of actually entering it (even though its just a shader on a quad).