r/godot 6m ago

selfpromo (games) Choose your teacher

Enable HLS to view with audio, or disable this notification

Upvotes

The teachers on the UI are still placeholders, wasn't feeling like making final art just yet. Overall, I'm pretty happy with the results.

Game name: Wizard Finals


r/godot 9m ago

help me Custom resouces for quest system are being replaced with unique resources when a scene is opened

Thumbnail
gallery
Upvotes

The first image is what is should be, but when I close and re-open the character's scene, it turns into the second image.

It's not affecting the functionality of the running game, but if I want to update the quest line, I can't just update the quest line resource by opening ti from the filesystem. I have to update it, then also make sure it's re-assigned to the player's scene, which is an easy step to forget.

I have `resource_local_to_scene` set to true on both Quest Lines and Quests. I've tried making `resource_local_to_scene` false, but that leads to a lot of problems with saving/loading the resources, as states are being shared between game loads.

Is this because of `resource_local_to_scene ` being set as true? If so, is there a way to make the resource local without having to re-assign the resource to the character every time I load up the scene?

What are some approaches I could take for this system that are more update-proof, if there isn't?


r/godot 53m ago

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

Post image
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 54m ago

selfpromo (games) I drew A LOT of balls to create an environment for my game, do you like it?

Enable HLS to view with audio, or disable this notification

Upvotes

I'm a hobbyist game dev and this is yet another idea for my very first game project (shmup genre). I am slowly falling in love with this little green alien guy that morphs into a spaceship and can attack. In the video I added there are placeholder bullet sprites, but I figured even though there isn't much to show yet you could maybe tell me whether you like the vibe or not of my alien world. I drew everything myself and still don't know why I decided that I wanted a world full of balls.

I have plenty of other spaceship concepts, that create more advanced bullet patterns, but I preferred to add only this one as it's the only thing I have had time to polish a bit more.


r/godot 1h ago

selfpromo (games) Nailing the aesthetic for my game

Thumbnail
youtu.be
Upvotes

Hello, I have been working on a retro gothic Christian themed fps named the Godsent. I have been working hard on the aesthetic and would like to some feedback. This scene is the church in the hub town, where the priest gives you story and progression info in between stages. Just looking for some feedback on the overall feel of the scene


r/godot 1h ago

help me Would you buy AI-generated assets if they were manually refined and high quality?

Upvotes

I would love to get your thoughts on this: would you pay for assets (2D, 3D, textures, audio, etc.) created with AI assistance, assuming they underwent manual post-processing, careful curation, and have a polished, professional finish—far from generic outputs or messy AI artifacts?

Or does the mere presence of AI immediately make it a dealbreaker for you due to ethical, legal, or technical concerns?


r/godot 1h ago

help me Struggling with assets and models and design

Upvotes

I have a card game and my idea requires the game to be a mix of 2D and 3D (2.5D) with card animation and, and the board is somewhat similar to yugioh or hearthstone in terms of board design but it contains a fair 3D aspect of it with props and models around the edges of the board. Thoughts?


r/godot 1h ago

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

Enable HLS to view with audio, or disable this notification

Upvotes

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


r/godot 2h ago

selfpromo (games) First horror game progress

Upvotes

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

free plugin/tool Input To SVG

Enable HLS to view with audio, or disable this notification

Upvotes

Input to SVG

InputToSvg a pluggin use to recieve Input from Controller (PS4, GameCube, Xbox, etc.) TouchScreen Mouse and keyboard and transform it into SVG.

I needed a way to dynamicly display controls In another project, I needed a way for a dynamic and simple way to display inputs according to the controller (PS4, GameCube, Xbox, etc.). The goal is to get SVG files as output. I hope to use it for:
- Configuring controls
- In texts and tutorials, such as “press A to…”

Here is a my GitHub project.


r/godot 2h ago

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

Upvotes

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 2h ago

help me Adding more keys to the default SDL mapping?

Upvotes

I have a game where players can already map their controls, both gamepad and keyboard. So far so good. However, I want to add the ability for players to bind HOTAS controllers, which often have more keys and axes than regular gamepads. This is where the default input system runs into issues, as it treats the HOTAS device as a regular controller, limiting it to 15 keys and 5 axes.

Is there any way to just push more keys into the default SDL mapping? I think the engine is supposed to support it, and I find it absurd that the __XINPUT_DEVICE__ default doesn't support more keys by default.

So far I tried this code, but it doesn't seem to do anything: Input.add_joy_mapping("__XINPUT_DEVICE__,Undefined Controller,a:b12,b:b13,x:b14,y:b15,f1:b16,f2:b17,f3:b18,f4:b19,f5:b20,start:b4,guide:b10,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpdown:b1,dpleft:b2,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Windows,", true)

I want to emphasize on the fact that I don't care about device specifics and I don't want to generate a bunch of SDL mappings to support 100 HOTAS devices. I just want to allow players to bind whatever raw buttons and axes they have.


r/godot 2h ago

selfpromo (games) Nearly half a year of progress on my Napoleonic Wars Tower Defense Game

Post image
Upvotes

My prototype from march (according to the screenshot date) vs my current state for my Tower Defense game that is inspired by the Napoleonic Era.
Pretty happy with the progress so far but there is sooo much left to do.

I am planning to release a demo later this year: https://pfink.itch.io/freikorps


r/godot 2h ago

help me Spinning car in suspension simulation

Upvotes

Hi! I am trying to make a custom vehicle for my game since I need precise control over the cars max speed (and setting it to low values)

I implemented a system that works but there is a bug where if one wheel is raised the car spins continuously and slowly along the y axis even after all 4 wheels return to the ground where the car should stop it continues spinning here is the code

class_name Truck3D
extends RigidBody3D

@export var wheels: Array[Wheel3D]
@onready var debug_draw_3d: DebugDraw3D = $DebugDraw3D

func _physics_process(delta: float) -> void:
  for w in wheels:
    var force:Vector3 = w.update_wheel(delta)
    apply_force(force,w.global_position)
    debug_draw_3d.draw_axes(w.global_position-global_position,quaternion)

the wheel script:

class_name Wheel3D
extends RayCast3D

@export_group("Spring")
@export var rest_length:float = .5
@export var stiffness:float = 100
@export var damping:float = 2;

func _ready() -> void:
target_position.y = -rest_length

func update_wheel(delta:float,)->Vector3:
  var total_force:Vector3 = Vector3.ZERO
  total_force += calculate_suspension_force(delta)
  return total_force

var old_pos:Vector3 = global_position
func calculate_suspension_force(delta:float)->Vector3:
  if is_colliding():

    var spring_up:Vector3 = transform.basis.y
    var contact_pos:Vector3 = get_collision_point()

    var total_length:float = global_position.distance_to(contact_pos)
    var offset:float = rest_length - total_length

    var suspension_force:float = offset*stiffness
    var damp_amount:float = ((global_position-old_pos)/delta).dot(spring_up)*damping
    old_pos = global_position

    return (suspension_force-damp_amount) * spring_up
  old_pos = global_position
  return Vector3.ZERO

The wheels are all have the same suspension and damping value and the positions:(+-0.7,0,+-1) changing apply_force to local position doesn't change anything, and the debug axis (drawn by debug draw add-on) does not match the actual wheel local position after the spinning starts and is usually rotated further than the wheels.

I also tried following a tutorial where the guy used a _get_point_velocity instead of manually calculating the velocity from old position and it still spins Any ideas?


r/godot 2h ago

selfpromo (games) I just finished my first 3D game in Godot, and I need your feedbacks! 🫵

Thumbnail
gallery
Upvotes

Hi everyone,

Today, I finally "finished" my very first 3D game, and I’d love to get some feedback from the community!

It’s a short first-person horror/escape game with a playtime of around 5 minutes.
If you have a few spare minutes, please give it a try and let me know what you think

🎮 GAME LINK :

https://umojju.itch.io/the-coffin

※Only the downloadable build is available, due to the web build running too slow

My main goal with this project was to make everything from scratch with my own hands.

No premade asset packs and no generative AI for the creative assets. I did all the 3D modeling and animations myself. Every line of game logic was written by hand, though I did get some shaders from youtube tutorials and used AI strictly for checking and troubleshooting pesky errors.

It originally started as an entry for the GMTK Game Jam, but I completely misjudged the scope and couldn’t submit it in time.
Instead of scrapping it, I decided to polish it properly, which ended up taking over a month 😅

I hope you enjoy it, and any feedback is greatly appreciated!


r/godot 3h ago

fun & memes im at a loss for my kirby game

Post image
Upvotes

r/godot 3h ago

selfpromo (games) Rigidbody character controllers are totally easy

Enable HLS to view with audio, or disable this notification

Upvotes

Wanted to share a funny blooper while testing my character controller, clearly I need to lock an axis!


r/godot 3h ago

help me where to start making shaders

Upvotes

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


r/godot 3h ago

selfpromo (games) A year of Godot: our horror game where you're a human brain wired into a nuclear missile.

Upvotes

r/godot 3h ago

help me Cannot move a Area3D in game?

Upvotes

I was trying to move an Area3D around my game but it will always be in the center of the map. It displays as in the right position in the editor, but in game it stays in the middle.
Even when the Area3D has no code it will do this.
Any ideas?


r/godot 4h ago

help me (solved) Fourteen with no experience

Upvotes

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 4h ago

help me Screen orientation on iOS not locking

Upvotes

Hey guys, Is there anyone here who has made applications for iOS? Someone encountered the problem when inside Godot and Xcode app orientation set to landscape only mode, but on device application it still rotates to any possible orientation. I'm trying to port my app from android, where everything is working fine, but I'm stuck on this dumb problem for the second day already.

Have a nice day!


r/godot 4h ago

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

Enable HLS to view with audio, or disable this notification

Upvotes

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 4h ago

help me Lighting issues

Thumbnail
gallery
Upvotes

it probably has to do with the bad 3d modeling on my part, any way i can fix it with godot?

(the problem is those weird looking shadows and the light on the base of the whole ceiling)


r/godot 4h ago

help me Why does my canopy look off? First 2 images are mine, the rest is what I want to achieve.

Thumbnail
gallery
Upvotes

The problem with my canopy is that it looks sharp and dirty because of the planes at extreme angles and self shadow casting. I tried looking up tutorials on stylized trees but none of them covered the issue I'm having.

Is it an issue in my modelling process or in the incomplete shader code? Any tips are welcome.

I model my trees in Blender and in TreeIt. The tricks I'm already doing are normal data transfer from a sphere and back-facing normals inversion, so don't recommend it please.