r/godot • u/Forsaken_Gate1147 • 8h ago
selfpromo (software) I made a thing.
Enable HLS to view with audio, or disable this notification
Source 2 Hammer inspired mesh editor in Godot.
r/godot • u/Forsaken_Gate1147 • 8h ago
Enable HLS to view with audio, or disable this notification
Source 2 Hammer inspired mesh editor in Godot.
r/godot • u/SkyProductionsMC • 10h ago
Enable HLS to view with audio, or disable this notification
Been working on a 2D underground survival game and wanted water to feel like a real threat.
Itβs 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
β³οΈ Below the Ashes is live now! https://store.steampowered.com/app/5337750
r/godot • u/godot-bot • 3h ago
Godot 4.8 enters beta!
r/godot • u/user_160 • 1h ago
r/godot • u/QUBISTOR • 9h ago
Enable HLS to view with audio, or disable this notification
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
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 • u/PengusKing • 15h ago
Enable HLS to view with audio, or disable this notification
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 paintβ’οΈ
r/godot • u/fespindola • 22h ago
Enable HLS to view with audio, or disable this notification
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 π https://jettelly.com/store/complete-godot-vfx-handbook
r/godot • u/ninetailedoctopus • 11h ago
Enable HLS to view with audio, or disable this notification
r/godot • u/swissm4n • 9h ago
Enable HLS to view with audio, or disable this notification
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 • u/Official_PopcornFX • 12h ago
Enable HLS to view with audio, or disable this notification
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!
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).
r/godot • u/3vidence89 • 5h ago
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 • u/TessaPomf • 7h ago
Enable HLS to view with audio, or disable this notification
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)
r/godot • u/SmallIndieDev • 9h ago
I watch the "Games Made in Godot to Inspire You" series since a long time ago, and seeing great games in there was in fact my biggest inspirations to keep pushing Godot!
I was in a call with a friend when he screen shared his youtube feed and there it was... MY GAME!!! I can't explain how happy I am.
Please wishlist Palimpsest on Steam!
r/godot • u/CursedCreatives • 8h ago
Enable HLS to view with audio, or disable this notification
Hi! Burgero is a roguelike where you stack burgers for customers. Each layer adds Flavor and Mult, and many ingredients boost the layers they touch (cheese right on a patty, onion next to one), so the order matters more than what you have. Taller burgers score more but get wobbly, and a Shaky burger can collapse when you serve it.
It's Godot 4 with C#: the rules live in a plain C# library with no Godot dependency, and the 3D scene renders to a small viewport for the pixel-art look. This clip is a scripted run recorded with Godot's Movie Maker mode, so I can re-shoot it after every change.
I'm about to start a small playtest. Happy to answer anything about how it's made!
r/godot • u/8paindev • 10h ago
Enable HLS to view with audio, or disable this notification
Finally done with the helicopter! It's got its own brain: two door guns that each cover their own side, rockets that only fire forward (so it swings its nose round to aim), and heavy, momentum-y flying so it can't jitter around. The cult shoots back, the tents burn, the towers fall.
Made in Godot 4.6. This is from the jungle level of my FPS game.
Level one is free : Leyline Resonance by 8painDev
r/godot • u/FlakMonkeyDev • 3h ago
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.
Feel free to use it however you like, for both commercial and non-commercial purposes.
r/godot • u/shoyguer • 2h ago
Enable HLS to view with audio, or disable this notification
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!
Feel free to share your feedback, ask questions etc.
r/godot • u/Razmik_Art • 13h ago
Enable HLS to view with audio, or disable this notification
Play the demo on itch.io: https://pufffugu.itch.io/omr
One More Rock! is a relaxing incremental game about a dwarven blacksmith. Mine resources, craft valuable items, unlock upgrades, and automate your forge as you build your mining empire.
Take a break, dig deep, and watch your workshop grow!
Enjoyed the demo? Wishlist the game on Steam to support my development:
https://store.steampowered.com/app/4890590/One_More_Rock/
π¬ Questions, feedback, or suggestions? Join my Discord:
https://discord.gg/ZRXxvYXTHV
Thanks for playing and supporting our first game!
AI Disclosure: Generative AI was used for localizations
r/godot • u/madmandrit • 11h ago
Enable HLS to view with audio, or disable this notification
I've been working on a cozy marble run builder that allows anyone regardless of skill level to come in and make beautiful and cozy experiences. My main goal with this game is to provide a really simple and intuitive UX around creating them and even marble machines!
This game is inspired by the countless hours my kids we spend making marble runs at home and sometimes they just take up to much space. This will be a way for us to connect and I'm hoping a way for others to connect or enjoy their own creations.
r/godot • u/Uncled1023 • 7h ago
Hi everyone!
I've been a software engineer for the past decade, and i've always been a big fan of RTS games, specifically growing up with Empire Earth and Starcraft. I've been working on outside of my actual day job a game that I have been wanting to play myself for awhile now. Essence of Redwall but in a large scale battle environment.
I chose Godot as the engine because 1, it's open source, but 2, my entire dev career has been in .NET land basically, so the scripting was pretty easy to pick up.
It's currently playable vs CPU opponents (up to 8 players), with different strategies. Each map is procedural generated and each individual aspect of the map is changeable in settings (rivers, mountains, elevation, resources, etc).
Some of the features i've added that I think help set it apart from the others:
Of course I have a bunch of ideas, but i'm trying to keep my goals manageable for now to avoid scope creep. It's hard though. π
My current still in progress aspects are cleaning up the tech tree, diplomacy, some additional models for the first 3 ages, and overall balance changes.
What are your thoughts on the trailer? And the current UI? I've been in my own world, so any feedback is extremely useful.
r/godot • u/TheLampLeo • 7h ago
Enable HLS to view with audio, or disable this notification
So I'm working on my ownboomer shooter, and one thing I'm currently experimenting with is how to handle executions (they are really important in balancing the fight since they give invicibility frames and heal the player).
I kinda like the new animations (still WIP tho ), because they actually feel like you're grabbing the enemy and ripping them appart a. But i don't know if they slow down the flow of combat too much compared to the old ones.
The old executions aren't going anywhere! They'll still be used when chaining multiple executions together or when doingone from a weird angle.
What do you guys think?