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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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Neat project that looks pretty well thought out.

128
 
 

Hi everyone! Let's create another post-processing effect that's, again, very simple to program. The result can be quite useful—for example, if we want to simulate TV signal interference in our game and control the visual appearance of that effect with parameters. So, let's do it.

129
 
 

Hi everyone! Last time, I talked about post-processing effects and how it’s useful to have as many of them available as possible so we have plenty of options when creating a game. And here we are again, because in this video we’ll be making something new in this category. This time, it will be a simulation of a scene viewed from beneath the water surface, featuring typical surface ripples and adjustable coloring. We’ll only need a few lines of code, so let’s get started.

130
 
 

Awesome looking game made in @godotengine

https://youtu.be/v9FMp5QgOvY

Looks like 2D hand drawn art, like Defender of the Crown

/cc: @godot #gaming

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With our first dev snapshot out of the way, the 4.6 development cycle is no longer constraining itself to the territory of bugfixes. Many long-awaited features and enhancements are seeing the light of day at long last, as this behemoth of a snapshot boasts over 300 improvements in all! This blog post will aim to highlight the heavy-hitters to the best of its ability, but the sheer number of changes may warrant users to check the interactive changelog for a more thorough dive. With new features comes the potential of new bugs, so early testing and reporting will be essential to catching regressions as quickly as possible.

Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.

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It doesn't look like much with some of the simplest pixel art around but Coal LLC is a like a black hole that freezes your life when you hit play.

A game that released on Steam back in September and made with Godot, it puts a pickaxe in your hands and tells you to go off and mine coal to fill your ever-increasing quota. Each day brings a new mine layout, so you really have to think through all your upgrades. Starting off ridiculously simple with just you dashing about, as you madly try to mine as much as possible and make it back before the timer is up — eventually it expands into some pretty funny explosive chaos.

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Hi everyone! I was thinking that we can never have too many effects for transitions between game screens, so I made a fairly simple one that lets us demonstrate a nice result with an easy formula. Let’s take a look at how easily we can create this.

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Hey everyone! It looks like our collection of shader-generated tunnels has grown once again. This time, as you can see, it’s an interesting effect created purely with points, which we can further adjust as needed. So let’s get to programming it.

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I have been working on this as a side project for a number of years. It is still very basic and rough, but slightly more than a tech demo. I spent the majority of the summer creating 9 tracks, trying to showcase and put to use some of the environment tools I've created for myself over the years. If you are into racing games you might enjoy a few laps. I'd love any feedback.

http://shuvit.org/downloads/Moto_Tykes_v0.1.zip

https://youtu.be/iOtsJNeaPQA

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uh, (pawb.social)
submitted 7 months ago* (last edited 7 months ago) by forestbeasts@pawb.social to c/godot@programming.dev
 
 

Physbones go brrrrboingboingboingboingBOINGBOING right off the edge and into the void, apparently.

-- Frost

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My friend released a cozy card game as their studio's first game. Highly recommend to anyone who likes card game like Slay the Spire. This game was made with Godot!

Become the coolest kid of the playground in this playful roguelike deckbuilder. Craft every card yourself with adorable stickers and wow your rivals in tug-of-war card battles full of wonder!

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Hi everyone! I’d say it’s time for another simple shader. I don’t think we’ve created an infinite zoom here yet, especially if it’s a cool-looking effect that we might be able to use in a game - and if not, it’s still fun to watch. So let’s get to it.

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cross-posted from: https://lemmy.ca/post/52796999

After much hard work I am finally ready to show the world my demo! I hope you enjoy it! Follow me on Bluesky for more updates, and chances to win free copies of the full game on release!

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cross-posted from: https://lemmy.ca/post/52744993

Also check out my profile for the first very short game play video, found in the redgifs link. 18+ only!

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Lovely to see the pace is getting back up after a long time in feature freeze for 4.5, there are a few PRs I really want to be merged.

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Hello, everybody! As you may know, I recently released a new book about game development in the Godot Engine, and one of the topics I cover in that book is connecting a game to the Steam API. If you’re planning to release your game on Steam, this functionality will be very useful, as it allows you, for example, to save game progress to Steam Cloud or enable various achievements. So, let’s take a look at how we can achieve this in Godot 4.

146
 
 

Hi, folks! ✌️ How are you? 👋

I'm working on the game that uses WebSocketPeer for multiplaying.

And when I runs the game, WebSocketPeer works as well. Also when I exports the game for Desktop platforms, then launches this, WebSocketPeer works also.

The problems happens when I exports the game for WebGL:

  1. I export the game for WebGL, compress this to a zip archive, then send this archive to the VPS server.

  2. Connect to this VPS server and unzip archive.

From a browser the game works very well, except connection through WebSocketPeer.

For running this game on a browser, I'm using NGINX as a HTTP server.

This game connect to the game server (that developed separately), that also located on the same machine, and also uses WebSocketPeer.

I have try to point the IP address of the VPS server in the configs of the game, and it doesn't works. Also doesn't works to point "127.0.0.1" in the configs of this game.

Folks, where's the problem may be? And what do I do wrong now? 😟

Thanks in advance.

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Hi all, I'm making a map game set in the cold war and am wondering how to create labels for countries similar to the ones in HOI4:

My question is, how do I:

a) Find the largest possible text size/width of text that fits in a territory's area2D, taking into account the length of the name (e.g. "Canada" vs "German Democratic Republic")

b) Create a label that spans this width with the correct position, angle, margins/padding, etc.

c) Change the size of the label dynamically when countries gain or lose territory

Also note that, since some countries have empires (see UK, France...) or faraway territories (see U.S. with Alaska), and some are island nations (see Indonesia) there can also be multiple collision shapes rather than only one. Maybe a label could be created for each collision shape as long as it's not a tenny tiny island?

Also, a bit off-topic, but I got a pause screen working! Hooray!

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Hi everyone! Three days ago, on Friday, September 19, 2025, I released a new game and at the same time published a book about its creation. And as I promised in the previous video, today’s one will be somewhat related to those events, because I’ll show how I created the system for displaying and using a talent tree in that game. So let’s dive into the UI design and programming.

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I'm making a game where there are many Area2Ds of different countries, but I want to know the size of each country to calculate their surrender limit (bigger countries take longer to surrender, for example).

I don't want to find the area of just one collision2D as some countries have multiple (see island nations, overseas colonies...), but looping that with the children could work if finding area using AREA2ds isn't a thing.

I don't want to simply use the outermost points of a collisionshape2D and draw a big rectangle, as it would make some countries way bigger than they really are (see especially the British and French empires)

Is it possible to find the area of an Area2D? If not, is it possible to calculate the area of CollisionShape2Ds (then I could just loop through the children).

p.s. Country size will not be the only factor for surrender limit, things like equipment stockpiles and something similar to war support in HOI4 might also affect it...

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It's been a really long time since I've made a tutorial video. I would appreciate some constructive criticism. Also, sorry about the audio. I recorded it outside and didn't notice the wind noise.

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