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Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

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Wormhole

!roguelikedev@programming.dev

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founded 2 years ago
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Hi everyone! I think it’s time for another post-processing effect that we can apply to the entire screen or a selected element. This time, we’ll recreate the look of an old photograph that has yellowed over time and developed other signs of wear.

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Play render:

Nothing fancy. Just setting shading in the shader param to Toon and setting the roughness to near zero. I want to make a somewhat good looking game with compatibility render and think this is the best way to go.

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It's a wrap. The last day of the @lgm featured more cool talks including the one about a @fragdenstaat clicker game made in @godot. Kudos to the local team in #Nuremberg. I feel rewired and inspired. See you at the #libregraphicsmeeting 2027 in #Linz!

https://libregraphicsmeeting.org/2026/

#LibreGraphics #lgm26

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Alexander from the motion ensemble talking at #lgm26 about working with the @godot engine. If you've never played wit godot: try it. I myself used in a few game jams and while it is not my preferred way of working it is quite powerful and makes game development quite accessible.

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It's a simple game about chipping wood in a wood chipper. Please enjoy. Be aware it contains gore, thank you for checking it out!

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If you enjoyed playing the old Football Manager games I have great news, this game is very similar, just for Futsal (5 a side indoor soccer) and Open Source.

The game is AGPLv3 licensed and available already on desktop and Android on several platforms (F-Droid will come soon too).

If you have questions or suggestions just let me know :-)

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There is a distinct lack of random functions for vectors, so I decided to add some to the Mouse Potato Utils Plugin.

However, I'm not sure whether I should make the right end of the range inclusive (make it a maximum) or exclusive (like the range() function) when it comes to integer vectors.

I'll make it inclusive for now, but what do you think?

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Hello, everyone! In this video, I will create a simple shader for generating an animated star using a noise texture. And as usual, we will have plenty of parameters available to customize this effect to suit the needs of our game.

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I've never used global lightmap baking, but it worked really well with the baked material and light emission textures.

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"Trailer" thing

I've been working on this game literally every spare moment of my life since January, and I'm now in the closed testing phase of release. I need to have at least a dozen testers in the closed program for at least two weeks, but I only currently have 7 people signed-up.

Suck it, Zombies! is based on games like Zombie Estate, and the Call of Duty Zombies game mode. You play a robot vacuum with guns. It is a top-down horde survival game, featuring selectable sprites with varying stats, round-based difficulty, and up to 4-player LAN Multiplayer!

There are 3 main enemy types, plus crawlers, plus one mutant variety of each; 3 base weapons (1911, shotgun, mosin), one super weapon, 2 deployable item drops, 3 special abilities, and upgrades for ALL OF IT through the between-round Armory shop.

This is, at this time, an ANDROID ONLY game. I will do an iPhone release, as well as a desktop release with no controller overlay, once the game reaches completion.

I will tell you that in order to test the game, you WILL need to purchase it - this is not my doing, I think it is stupid to charge testers - but you will need to purchase the game through the Play Store link provided once you opt-in to the test. It's $1. No ads, ever.

Testers will be listed in the credits upon release (either by name, username, gamertag, whatever)

Anyways, thank you for your time, if nothing else.

If you're interested, let me know, and I'll DM you more information!

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I made some ship pieces as a test in blender. I won't end up using these for anything. They were important for figuring out the next iteration. These are whole pieces, when instead I should break the floor, ceiling, and walls into separate pieces. Does anyone else have any tips for that approach?

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I have a characterbody2d and I want to display the equipment being worn. So this equipment would need to be swapped around during game play.

I currently am using several sprites layered. How is best to handle this situation?

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Hello, everyone! Let’s create a simple effect that resembles a waterfall with several layers of animated water. Something like this can be useful in many 2D games, and it won’t be too computationally demanding.

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Hi everyone! Let’s program a simple effect that simulates looking at a scene through ribbed glass, also known as fluted glass. It’s a straightforward algorithm based on a combination of a few basic principles.

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