r/godot 4h ago

help me (solved) Fourteen with no experience

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Hi guys I'm fourteen years old and I'm new to Godot and also coding, with zero actual experience(except for scratch but not real code). Should I use AI or learn myself? I've heard that many game devs utilize AI now but idk if I should still avoid ai and learn myself

Edit:thank you guys for all the advices ill learn myself


r/godot 7h ago

discussion Few time ago. I made a post about hackers getting source code from godot games easily.

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I get replies like. If godot games can be decompiled easily so can unity or even Unreal engine partially. Recreating a game from hacked source code is easy but making money out of it is not (As someone commented on this). I have a new question. What about demos release on steam. What if a game get a really good engagement from demo and get good wish lists. hackers can still extract the code out from it and can develop a finish game before original creator does. What are you opinions about that ?

I am just curious that is why I am asking.


r/godot 18h ago

selfpromo (games) V1.1.5

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MEME CLICIKER V1.1.5 IS OUT NOW YAY

in this update i added a bit of things

such as,

more memes,

music list,

and a few more things

i am actively running out of ideas

i added a short video to showcase the game as of right now,

audio will improve in the future

-V2


r/godot 18h ago

help me (solved) Trying to make a speedometer (digital) Help!

Upvotes

I'm trying to make a digital speedometer, and I'm SURE I got all the details right here, what's going wrong??

Please help me out!

Code:

extends Label

var speed : float
@onready var vehicle_body = $VehicleBody3D
var velocity_kmh

func _process(delta):
_update_speedometer()
func _ready():
#var velocity_kmh = vehicle_body.linear_velocity.length() * 3.6 
pass
# Connect to the VehicleBody3D node
vehicle_body = $"/root/R34"

func _update_speedometer():
if vehicle_body:
var velocity_kmh = vehicle_body.linear_velocity.length() * 3.6  # Convert m/s to km/h
text = str(round(velocity_kmh)) + " km/h"
else:
text = "0 km/h"

r/godot 22h ago

help me Confused on how to use tilesets

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Brand new to game development here. I've watched some tutorials and getting started with creating pixel art. For inspiration, I downloaded this tileset to use as a placeholder. However, when trying to "paint" these tiles in my game I noticed that the assets are grouped up pretty closely and so I get parts of the adjacent tiles.

As can be seen in the second image, I'm trying to put one of the character assets in my game but its so close to the adjacent character that I can't reliably get the whole desired character in my game without getting the other one. What is the correct process for utilizing this tileset?


r/godot 11h ago

help me (solved) Does leg IK work for a 4 bone chain leg?

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?


r/godot 2h ago

selfpromo (games) First horror game progress

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I just decided to pick up gamedev as a hobby (I am not in the field of coding or something similar) and I wanted to share my progress with some prototype visuals for my upcoming horror game: Don't Turn Your Back

Basement area
Ground floor

As of now my goals are to finish the house and find a better texture for the basement since it looks accidentally too much like minecraft haha


r/godot 2h ago

looking for team (unpaid) Lets make a smol game together!

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Hey (:

I want to work on a game with someone, to get some experience on working in a team because i have only been doing solo dev and i think itd be rad and mega funny to work on a project with someone else !

My idea is that we could work on something small, and then if we have fun and want to go on we could maybe try doing a gamejam together or something :D

Thats pretty much it! i dont have a cv to attach or anything, just know ive been making games for 2 years now and i love talking to people and making new friends :3

If you want you can check my Itch.io page here : https://moina3.itch.io/ and if you think we could have fun working together you can text me here on reddit! and then we could like move to discord? even telgram idm

kay thanks for reading, have a great day <3


r/godot 22h ago

help me Physics SHOULD be in _physics_process(), but here it isn’t preferable

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welps im a godot beginner and i just learned that physics code should be in _physic_process() instead of _process(), but when i add the code to _physics_process it becomes laggy. Can i just leave all the code in _process() ? i mean it works sooo… (but i don’t wanna stumble onto bigger problems when the code gets bigger)


r/godot 18h ago

looking for team (unpaid) Looking for developer for Deltarune 3D fangame

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Title pretty much says it all. I have a small team for a fangame project based off The Other Puppet AU. It's being imagined as a 3D style game, like early Playstation games, and focuses on primarily two battles against 1 character in different forms. There also a planned in game shop for upgrades to your party to make replay ability more fun. I can provide way more details to those interested.

And just to show we're actually serious about this, here's some work on 2D and 3D assets that are in development!


r/godot 3h ago

help me where to start making shaders

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im new to shaders i just wanna know where to start
thank you


r/godot 11h ago

help me How do i make enemy health bars?

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I want to make a little health bar on top of the enemy head (3D game). I've seen tutorials but some use the progress bar node, this one stays on the ui all the time, i don't want that.

Is there a way i can draw a simple rectangle or something? One that i can control through code to make it appear/disappear/change sizes/colors? THANKS


r/godot 4h ago

selfpromo (games) Do you like my UI Inventory & Item Shop

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I’ve been working on the UI for my Godot game and would love some honest feedback.

I added an Inventory and an Item Shop, also spent some time working on the UI sounds.

I’m especially interested in your first impression:

  • Does the UI feel clear and easy to understand?
  • What do you think about the overall visual style?
  • Do the sounds fit the UI, or are they too much?
  • Is there anything that feels confusing or out of place?

Any feedback is appreciated - especially the things you don’t like. 😄

If you're curious, follow the journey on my YouTube channel:
https://www.youtube.com/@suspiciousnightowlgamedev


r/godot 19h ago

selfpromo (software) C# Opensource Game Framework for anyone who wants to use it

Upvotes

TL;DR

I have been working on a game framework that I've called Petra, as a rock to build your games on. It's engine agnostic at its core, but I'm developing a Godot integration for it all first. If anyone wants to look into it for use in their games, feel free to check it out! Feedback, PRs, etc. are welcome!

Main Doc Hub:

https://opensourcekingdom.github.io/OSK.Hub/docs/systems/petra/overview.html

Github Search:

https://github.com/orgs/OpenSourceKingdom/repositories?q=Petra

Deeper Context

I started in Godot about a year ago, coming from a Unity3D background. In fact, the games I designed in Unity3D implemented these as well, in a v1 of sorts. I wanted to learn and build a game from scratch, except I'm a .NET developer and desire reusable, shared logic where I can. So, I didn't just start a game, I started designing and integrated libraries and logic in a generic way that could be shared across many games. I know this won't apply to everyone's processes, but for those whom it can help, I'm making all my libraries open source and available. These are .NET libraries with Godot integrations that allow for injecting my shared scripts and configuration resources into your game editor.

My game framework will eventually encompass a large swath of game logic - in fact, it already does, I'm just redesigning the libraries/polishing them up as I go to open source them. But, the game logic it covers includes principal .NET dependency injection and other aspects that might be helpful to developers use to standard C#. Some of the libraries will include:

  • Inputs — Input processing and response handling for various action definitions configured by an application
  • Primitives — Nullable and some .NET standard data types configurable through Godot
  • Ability/Effect Management — System for defining and triggering in-game abilities and their effects. Handles targeting various game entities.
  • Game Experiences — Handles creating and managing game quests, story, etc. style narratives and progressing a game through an experience
  • Acquisitions — Manages queue systems (build, training, research, etc.) and related tech trees in various configurations (repeated unlock, tech tree unlock, etc.) and providing mechanisms to manage the acquisitions as a user interacts with the application
  • Engagements — Handles battle logic between multiple game entities (1v1, or multiple combantants) in various ways and determining damage incurred on or deflected from a target
  • Vision Maps — Performs sight visibility calculations for game entities and teams of players, as well as rendering visibility for fog of war and minimap scenarios
  • Asset Management — Handles instantiating individual game entities and levels, as well as initializing game services

There are more, but trying to keep this succinct as well, if you want you can check out the links at the TL;DR - point is, I'm trying to make something that can help others and let me learn Godot more as I go. If anyone can benefit from it, please use it, provide feedback, or help out making changes, whatever you desire. You can check out the roadmap on my docs to see where things are going with it.

The best part: you just need to pull in the .NET package(s) of your choice and the code, even the Godot parts, will be usable within your game project! At least, it has been for me. I'm sure there will be kinks needing ironing out.

This is currently in development though, and I've only got a fraction of what I'm planning out and ready for beta. I'm going to be developing it throughout the coming weeks/months where my spare time allows (life is crazy for us all). I do hope to have most of it done by end of year though. I am thinking about posting a couple more times, depending on interest, as larger progress is made for the transition, but we'll see.

Anyways, thanks for your time. Hope it helps someone!


r/godot 14h ago

help me (solved) Why does it happen? When an animal passes close, it carries the player with it

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When an animal walks close, it drags the player with it. The only way to release is by moving the player.

Does anyone know why this happens and how to fix it? It seems like the collision glues animals/player together if they touch or something like that.

Both are CharacterBody2D. The wolf is in wander mode and the player was just idle. It happens all the time.

Solved: I changed Motion Mode from Grounded to Floating and it solved the issued!


r/godot 53m ago

selfpromo (games) Launch Combo Sale of my Godot Data plugins.

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Upvotes

For a limited time get 25% off These two plugins that go perfectly together for your current and future Godot Projects. DataWiz automatically saves your Games state without any custom code. And DataViz gives you a full suite of Charts, Gauges, Dashboarding, and UI Components to show off that amazing data.

See it in action here for free: https://emergent-realms.itch.io/godot-dataviz-datawiz-wepapp-demo

https://itch.io/s/200532/godot-dataviz-datawiz-combo


r/godot 5h ago

selfpromo (games) I made two AI swordsmen actually fence (procedural parry + block hit-stop)

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First post here, so: hi. I've been building a cinematic combat proof-of-concept

on my fork of the open-source Adventure Mode project (Godot 4.7) — a staged

fencing duel where two AI swordsmen read like real fencers instead of two dudes

mashing animations at each other. It's a PoC: it's shot like a film, not

profiled. No performance work done — this is purely about how it looks and

feels.

WHAT'S IN THE PoC:

CINEMATIC DUEL — a camera-directed fencing match (two fighters, staged shots)

running under a stylized post-process stack — outline + kuwahara compositor

effects and a procedural sky — so it presents like a scene rather than a

gameplay sandbox.

REACTIVE DUEL AI — both fighters are driven by an instinct brain, not a

scripted exchange: they close distance, commit attacks, and react to an

incoming strike with a dodge, a sidestep, or a block depending on range. There's

also a drill dummy that just defends, for staging practice sessions.

PROCEDURAL GUARD ARM — the blocking arm is a CCDIK chain with human joint

limits (shoulder cone, per-joint rotation caps) so it can't bend backwards.

BLADE CROSSING — on a block the sword rotates to sit PERPENDICULAR to the

incoming blade at the bind point, rate-limited so it sweeps instead of snaps.

Blocks read "sword meets sword", edge-to-flat.

As you can see, this part is far from perfection. =))

BLOCK HIT-STOP — when a strike lands on the guard, the whole game freezes for

0.5s (global time-scale freeze)


r/godot 23h ago

help me Procedural generated music in godot project; programs to use and future embedding question

Upvotes

Hey there,

ive been dabbling with godot for little more than a month now and had great fun doing so.
Howver I would really like to play with procedural generated sounds and music by integrating/connecting DSPs like Purr Data (in)to godot because it would fit my current interest and I think there are lots of things, that one could do with it.

But before you think "this guy is new, and already wants to do complex shit far beyond his skill level" then let me tell you that Im aware of that. I cannot use C++, heck I' m new to python and gds thats why I wondered if there are already workarounds with other pure-data- like DSPs with modern GUI (purr data, for example is not new to me).
Ive read somewhere that plugdata works well and its much more modern than pure data.
However how much of C++ knowledge would be required to use it in Godot? I guess there would be a way where I dont need anything, if i only handled it like a learning project on my PC (plugdata running in the background, and constant exchange between godot and plugdata.
But as soon as I try to ship this project (to friends for example) I would need a way of embedding it in godot, so C++ would be required, correct?
I know this question is extremely future oriented (Im already asking about steps 103 and 104 before doing/trying steps 1-102) but i just wondered how realistic this is and difficult it could get.

Thank you very much and have a good day!


r/godot 13h ago

selfpromo (software) Odixel Studio MASSIVE UPDATE

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TL:DR ; The project is on steam playtest, its been in development since 9 month. The plan is to release the software as an early access this month and I need real users testing the software before that happens. The odixel studio is an ecosystem that offers artists and game makers a safe place and easier workflow with accessiblity in mind.

It is free to test right now.

Discord

You can see previous posts about the project in my profile.

Hello Godot lovers,

Its been 9 month since i started this project as a new year resolution. Creating a perfect pixel-art studio to suit my personal needs as a color blind person, focusing on accessibility and color. Since I have a hard time differanciating colors I needed labels.

I have been a designer/artist for 16 years. I worked as Graphic Designer, Product Designer, 3D Sculptor, 2D Painter but all my life I never see the actual result with my eyes, everytime I needed another people's help ( for the last 2 years from my wife's beautiful seeing eyes ) and I always crank up the saturation for "normal" people. Because to my eyes the world is pale.

My workflow usually memorising and interpreting the RGB values while drawing and creating a premade named color palette and sticking with it like its the LAW.

The journey started with color but evolved something I am now proud of showing to other people as well. This project become so much more.

The odixel studio is an ecosystem of companion modules for Game Developers, Artists, Animators, Game Jam participant and asset creators etc.

Here is the breakdown of what the tool offers:

Odixel Studio : Main pixel-art drawing and animation interface.

In the studio there are 3 differen canvas types beside the default one where you can draw and animate.
- Tile map maker: This canvas type is unique allow you to create tilemaps
- UI maker : This is where the magic happens and allow you to quickly create UI elements with cool effects in seconds.

Board : This is for references, creating mood boards and you guessed it extracting color palettes from images.

Music maker: Creating music for games ( and if you are in a hurry try the "generate" button to quickly generate a music based on the themes for your game )

Scene : A sidescroller game scene where you can insert your animation directly without thinking about anything technical. Just switch the animations on the left menu and you can test your character animation in a real environment and mechanics. Also you can test your tilemap to build your own level design to test, you can record your screen to showcase your tilemap or character.

Asset Library : This is where everything collected, your personal library, your music, your assets, your tilemaps, drawings, animations, gifs, everythin organised and integrated with all the other companions.

I talked about this project in this subreddit before, here is what the new updates.

- we have new accessiblity features, contrast settings, outline settings for visually impaired or legally blind users. With this settings you can change the background color, you can add contrasting outline to the buttons tools etc you name it. There are couple of different themes to choose from to suit your needs.

- the music maker re-written complately ground up, as a musician myself its been the hardest part of the project ( it could be easier If I knew how to play the piano, but I can play Guitar, Oud, Baglama, Harmonica, Drum )

- New blending options and effects are implemented, right now it offers more capable workflow.

- Aseprite support ( alltough its not fully supported %100, you can now open your aseprite files in odixel studio and contuniue working on them )

- Huge performance update, the pixel engine is reworked and immensly improved the performance. Still a long way to go with more testers and feedbacks.

- Scene companion is added ( talked about it above )

- youtube short export function of the asset library improved , you can easily create youtube short videos with your characters animation in seconds and export it.

During this 9 month the project had 344 Testers , but unfortunately only fraction of that number joined discord and only small number of people who joined provided feedback.

The software is on Steam Playtest right now and I need more testers and feedback now more than ever. Join the playtest and download the software and if you want hope on to the discord to be among the first people to use this software. The goal is to release it on Early Access This month.

The discord link is on the landing page of the software but you can click here as well to join


r/godot 17h ago

help me What exactly is Prototyping?

Upvotes

So I am creating my game on godot and for now I can say that I am at 20% of completion on the core mecanic, the only things I I drew are the player and animations and some simple tileset, the ennemis are just gonna be the Godot icon, the menus are blank and basics.

So I wanted to know, do I only need to complete the core mecanic then release a demo with no textures on UI, the Godot Icon ennemis etc? Or do I have to create all the sprites, sounds etc before realising a demo then take the feedbacks?


r/godot 22h ago

discussion I am creating a manual note taking tool for understanding large codebases

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Hello everyone, I am using Godot engine to create a note taking program for uderstanding and referencing codebases, possibly also for documentation.

Basically it has different pages that support markdown you can define different types of pages (classes, functions, macros, headers, libraries, enums, structs etc.) and when you take notes you link them together. When you start to write notes for a new class you write a dependency, lets say it is a static function for some system, it automatically highlights it and when you hover it you get a little card that shows the input outpu return type and description you wrote. So you don't need to open the definition again or search for the documentation online. Also there will be a little graph view to link pages. And see classes based on inhertiance and interfaces. I am also planning to add pages for how systems work, rendering pipeline or asset management for example for a game engine.

I do this because I am struggling to understand large code bases. As a game developer I want to understand complex systems more deeply. For instance I study the godot code but many times I turn back to look at same classes and functions to see what they do. Would you also use a tool like this? Are there any tool that achieves this that I am unaware of? What do you think?


r/godot 18h ago

help me Camera sway

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How would I program the camera to sway when it moves? Kinda like the example below.


r/godot 16h ago

selfpromo (games) Small Project

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Hello there! I'm making a WW2 game right now and currently developing it. If you'd like to hop along and take a ride for the journey, you can join my discord: https://discord.gg/zK5RvfzTJ
or if you'd like to see the current prototype, download it here: https://imhibyexd.itch.io/fps

If you have any tips, suggestions, or would like to help, feel free to comment here or in my discord.

(I kinda feel outshadowed by all the other games here lol)
(Please donate if you like the game, otherwise, bye!)


r/godot 16h ago

selfpromo (games) Car soft body deformation

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I made a car soft body deformation in godot couldn't stop smiling... How's it looking


r/godot 1h ago

fun & memes I am testing a new type of launcher for android using Godot

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Hi everyone. Sorry if I used the wrong tag. I have contemplated asking this here for a while.

I started learning Godot and hyperfixated on it enough to get the grasp of the basics and as I followed tutorials I made a project in Godot.

A little bit of history. My background is in android app development and I have got some mileage there so I wanted to bring Godot and my passion for android.

I setup a project, built scenes and paths and everything I could. The launcher looks like this now. Godot is where I build the UI and interactions and just bridge it through to the androids wallpaper canvas. There is a day night cycle tied to the phone clock and NPC pathing and basic schedule based on time of day.

I am just wondering, Has anyone worked on something like this? Is this unique enough to actually pursue? I have no monetary goals with this one but time is of value and I wanted to know as game devs is this a worthwhile project to pursue as a final product?

I am using a asset pack that I have purchased on itch.io - https://gowldev.itch.io/pixelwood-valley