r/godot • • 3h ago

official - releases Dev snapshot: Godot 4.8 beta 1

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85 Upvotes

Godot 4.8 enters beta!


r/godot • • 10m ago

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

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• 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 • • 10m ago

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

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• Upvotes

r/godot • • 23m ago

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

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• Upvotes

r/godot • • 47m ago

help me Order of sinking star - art style

• Upvotes

I am playing this game from Jonathan Blow, and I have two questions.

  1. How are the crystals made translucent like that? They almost feel alive. Is this shaders or just assets?
  2. The game looks top down, but is 2.5 dimensional. How is this made? Is it just the assets or something more complicated is done in terms of programming.

Thank you very much.

May your game be a success.


r/godot • • 50m ago

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

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• Upvotes

r/godot • • 1h ago

discussion God dropped the mic

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• Upvotes

r/godot • • 1h ago

selfpromo (games) Ported my survival game from 2D to 3D. What should I build or polish next?

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• Upvotes

Hey everyone

Last time I told you I was moving my game from 2D to 3D and it went way better than I expected so I am back with an update

You can now chop trees and craft at a crafting table and loot bodies and carry stuff in a backpack and keep an eye on your food and water and warmth while zombies wander around in the snow

I am a big fan of Project Zomboid and that is why the camera looks the way it does but the game itself would work in any perspective so I am open to ideas on that too

The game is still in its early stages and I have a long list of things I could do next but I would rather build what you actually want

So tell me

What would you add first

What would you polish

What do you love in survival games that most of them miss

I read every comment and I really appreciate the help


r/godot • • 2h ago

selfpromo (games) 2024 vs 2026, The Hive. (Squirrel Season)

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3 Upvotes

r/godot • • 2h ago

selfpromo (games) In my Godot match-3 versus, every combo fills an ink bar that sends a wave to your opponent's board

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2 Upvotes

This is SPLASH CRUSH, a real-time match-3 versus I'm making in Godot 4.7 for Android. No turns: each player has their own board, and everything you match paints your floor and fills your ink bar. When the bar is full, a wave of ink is announced against your rival and lands 3 seconds later. During those 3 seconds they can slow it down by matching fast. Whoever has painted the most when the clock hits zero wins.

A few things that might be useful if you're building something similar:

- The whole match is a plain `RefCounted` simulation (`Partida` + one `Tablero` per player), with no nodes. The scene only draws it. That made it easy to run bot-vs-bot balance tests headless and to reuse the same code online.

- Numbers are small and readable: a match fills 2.5% of the bar per symbol, +50% per cascade step. A wave starts at 6 ink drops (max 16); a line of 4 adds 1 drop, a line of 5 adds 2, each cascade adds 1. Each of your matches while a wave is incoming removes 1 + (length - 3) + (cascade - 1) drops from it. Big cascades also send garbage blocks, Tetris style.

- Online, each client simulates only its own board. The other boards are mirrors rebuilt from snapshots, and the only thing that crosses the network is attacks (waves, cards). It goes through a tiny Python websockets relay, so nobody ever writes to the same board.

- Match rules are data: a base dictionary (duration, bar, wave size, hand size, cards...) and every mode or event is just a diff on top of it. A new mode is a dictionary, not new code.

- The footage is the real game recorded with Movie Maker (`--write-movie` at a fixed 30 fps, 1080x1920 through an `override.cfg`), and the cut, zoom and captions are done with ffmpeg and PIL from a Python script.

The captions in the video are in Spanish (I'm from Peru); the game ships in 6 languages, English included.

How would you handle the incoming wave: give the defender a fixed window like this, or let them push it back?


r/godot • • 2h ago

selfpromo (games) Hero Shooter progress

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9 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

free plugin/tool Physical water

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2 Upvotes

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


r/godot • • 2h ago

selfpromo (games) I generated OpenColorIO configs from Godot's tonemapper, OpenImageIO to export in more formats <3

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2 Upvotes

I’m making Cariquima, a 3D texture painting tool built in Godot. A texture never looks the way you painted it: it looks the way the engine’s tonemapper shows it. I used to fake that with eight hand-written curves. This update replaces them with the real thing:

  • OpenColorIO in the viewport, the same color library Maya, Nuke, Blender, and Unreal use. Every view matches OpenColorIO’s own reference within 1.5/255.
  • One-click engine profiles: ACES, AgX, Godot, Unity, Unreal, and Khronos PBR Neutral (for glTF viewers). Godot’s profiles are generated from Godot’s own source and match Godot’s real render within 2.5/255. If Unreal is installed, Cariquima uses Epic’s own config; if not, an emulation that stays within 0.023 of it.
  • 16-bit from brush to file: height and bump are now painted and saved in 16-bit, so no more terraces in displacement.
  • New export window: 16-bit PNG, TIFF, TGA, and EXR, packing set by the target engine, and every file listed with its bit depth before anything is written.
  • TIFF and PSD import everywhere, and 16-bit images keep their precision.

If you texture for a specific engine: how far off is your texturing tool’s viewport from what you see in-engine? And Unity users, I’d love a side-by-side, since that’s the one profile I haven’t checked against the real engine yet.

Devlog with details: https://dannybend.itch.io/cariquima-3d-texturing-software/devlog/1709701/see-it-the-way-your-engine-does-opencolorio-and-16-bit


r/godot • • 3h ago

free plugin/tool Mobile voxel GI

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0 Upvotes

Juan Lenski 😅 # Hey guys, is this a good result?


r/godot • • 3h ago

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

1 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 • • 3h ago

free plugin/tool [FREE] NOISE PACK

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14 Upvotes

The noise set is packed into 4 RGBA channels to be used as a Texture2DArray in Godot. I also provide a tool so you can look up indices or split each channel into a separate file if needed.

The noise source is from Screaming Brain Studios, under the CC0 license.

Download link

Feel free to use it however you like, for both commercial and non-commercial purposes.


r/godot • • 3h ago

help me (solved) Why am i getting this error with my hit/hurtbox?

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4 Upvotes

So I was making a single Area2D that acts as a hit/hurtbox using some ideas I got from asking how to make those yesterday and I started getting a error that I have no clue how to fix.

I tried to say "if not is_instance_valid(Attacker) - return" but it made it to where itd just skip taking away health


r/godot • • 4h ago

selfpromo (software) Would you play this game? IRONWAKE - demo trailer

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7 Upvotes

Hi,

I have been working on a game called IRONWAKE. It is pretty much Vampire Survivor or Wanderburg but on a ship against the naval enemies and sea monsters.

It started because I just wanted to see some powerful looking guns on a battleship, fighting against bunch of warships and monsters.

It is nothing realistic like World of Warships, nor it has crazy graphics. I don't have enough knowledge to make it like that nor resources and experience. But I just wanted to make a fun game to play time to time, like one or two stages a day.

It is running closed demo now, but if 10 people want to play it, I will make it public.
Thank you for reading (and for watching the trailer).


r/godot • • 4h ago

selfpromo (games) They said...

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4 Upvotes

...Godot could not do this.

BUT

It can.

[with a little RUST]


r/godot • • 4h ago

help me my files turned yellow and idk how to turn them back

2 Upvotes
output

i was playing around with a material when i used an important texture and then it removed all the blue and turned it piss yellow. i cant find documentation or a solution to this online pls help

my cat. look at what they did to him

r/godot • • 4h ago

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

29 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 • • 4h 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 • • 4h 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 • • 5h ago

help me Does sprite size before importing matter

1 Upvotes

New game dev here- 0 experience, one thing I’m worried about is optimizing my game so it can run on potato computers as the proud owner of a potato computer- shouldn’t be too hard since I’m basing the games play style and looks off of hollow knight, but a question I keep running into is this-

I make my assets and sprites in procreate beforehand and I was wondering if the size matters? If I make the canvases too small the image quality is worse- more pixelated and such- but is there such a thing as too big or does godot work well when scaling images down?

Knowing ahead of time will save me a lot of pain in the future so I don’t have to redraw anything 😅 thx! 🙏


r/godot • • 5h ago

help me Godot resets Surface Material Overrides every time I update a mesh

3 Upvotes

Does anyone know a solution to this? I have multiple objects with MeshInstance3D reuse the same mesh resource. But every time I modify and update the source .glb file (which holds and resaves the meshes), Godot for some reason resets (clears) all material slots in surface material overrides. Wtf?