r/godot 11h ago

selfpromo (games) I spent 6 weeks in Godot going DEEP on water (excuse the pun!)

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This is for my game Portolan - a 'serious' take on Sid Meier's Pirates! with historically accurate in-game economy and trading, politics and combat in a to-scale Caribbean.

All built in Godot using Forward+.

Swell, wind speed etc are all configurable.

I'm very proud of what I've created, and wanted to share. I'm now working on realistic waves, and interaction between shoreline and ocean, which is still very basic.

LMK if you have questions about the stack, the process, or anything else.


r/godot 15h ago

selfpromo (games) How are the juice levels looking?

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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.

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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.


r/godot 3h ago

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

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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 5h ago

selfpromo (games) Every building is destructible and every pedestrian is a projectile : Sorry About the City

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First time even showing a prototype, i have been working on this for a while, heavily inspired by Invincible series and Dragon Ball Z. My next goal is to work on the flight feel. If you have any ideas on what I could improve


r/godot 23h ago

selfpromo (games) Enemy visual styles

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r/godot 15h ago

selfpromo (games) First real trailer for my god game

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Developing a game is hard. Marketing your game is even harder. So... does this at least look like a decent game?


r/godot 17h ago

selfpromo (games) made some infinite procedural wasteland

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i'm open for ideas to improve it to next step


r/godot 17h ago

selfpromo (games) Feel like I got the combat loop feeling good in my AC6 x RoR2 style bullet hell.

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Four weapon system, left/right arm and shoulder. Melee to regain health but requires more commitment. Shield parries are used to gain energy which can be used to absorb damage, or not yet included, special charged attacks! Hows it looking so far?


r/godot 18h ago

selfpromo (games) Hit a pretty big milestone with my Godot game just 2 weeks before release.

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r/godot 6h ago

selfpromo (games) Added counter missile bottles and kind of amazed how well Godot handles projectiles.

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I was stress testing a new bottle rocket power-up that intercepts the opponents projectiles and now I can't bring myself to put it back the way it was because it's so fun to just watch the bottles fly :D

The game : My Tennis Apocalypse


r/godot 22h ago

selfpromo (games) First version of my splash screen and title screen menu

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took me sooo long, how could I improve it?

Making a custom font is hell 😭

Game is a space opera turn based rpg where player fights with both ships and characters.


r/godot 22h ago

selfpromo (games) I've updated the Demo of my game today. Let me know what you think!

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My game "Metal Coffin" has finally received an update after a long year of silence. I am looking for people to try it and give back some feedback. Let me know what you think.
A wishlist would be appreciated!


r/godot 10h ago

selfpromo (software) Massive animated GPU polyline on Godot

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Hey everyone, just wanted to share the GPU polyline I've been working for my addon Mold.

While Godot already had a Line node that can technically be used to create polyline, animating it requires to rebuild the stroke geometry on the CPU, and submit new triangle data. So the trick is to keep a fixed mesh and upload the updated point positions, widths, and colors through a texture. Let the vertex shader calculate the stroke geometry to avoid CPU mesh rebuilding.

I got this inspiration from this Unity-GpuSplines project, which is also inspired by this project gpuspline, so kudos to them!


r/godot 13h ago

selfpromo (games) I gave them eyes and it did so much for their personality

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I'm a solo dev dad working on a game called Holofort. It's inspired by some of my favorite colony managements games. I have such a long way to go. Wish me luck :D


r/godot 13h ago

selfpromo (games) Making a RTS Game in godot

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Hello,

When i am not working on my pixel-art drawing animation software odixel i am working on this RTS game. Its a mix between minecraft, age of empires and mount and blade. Its a weird mix I know ^^

So you can dig trenches to block enemy army, and when the sun sets, you need torches to see around ( like minecraft ) , you control a commaner ( like in the mount and blade ) and you build a medieval kingdom to fight to your enemies ( age of empires )

The main mechanics of the game is , you control your commander and give orders, you cant see far away from your character so there is no fog of war during the day. But at night you need torches to see, your commander carry one, and your squar leader carry one. You can give orders to move them or protect you. Night Raids are a thing here. If you want to send your soldiers to war you have to go with them. You cant be a coward and stay behind while your men dies. This is not a game for chickens.

TAB camera is a classic RTS mode where you give orders to workers and upgrade buildings etc, otherwise you play your commander 3rd person and join the war. Tab camera only moves certain distance centering your commander.

All the assets are made by myself.


r/godot 20h ago

help me When to use classes, scenes, or resources?

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Question in the title. I am finding myself somewhat confused when to use a resource, scene, or class to have inherited properties or some common properties that can be easily changed. I get that you need to use either scene or class when you need a change in behavior, but which one? Both? Why would I use resources for anything if I can handle it with scenes or classes? When is it useful?

Example:

Environmental hazards such as spikes coming out of the ground, projectiles from walls, other ground based hazards like poison, monsters stuck to walls that attack if you are in range etc.

In any other programming language I would just use a base Hazard class and develop general methods that apply to all, then create child classes for specifics.

Note: 2 weeks into learning Godot, but I have programming experience.

Sorry if this has been asked before, I couldn't find a post related to this.


r/godot 3h ago

selfpromo (games) Rigidbody character controllers are totally easy

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


r/godot 2h ago

free plugin/tool Input To SVG

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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

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

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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 13h ago

selfpromo (games) Blackhole VFX test for my game!

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r/godot 17h ago

help me What exactly is Prototyping?

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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 5h ago

selfpromo (games) 6 months ago, I started making a game in Godot. It now has 4,000 wishlists!

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r/godot 23h ago

selfpromo (games) Baby's First Godot Game

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Lately, I've been making weekly(ish) games and used Godot for my most recent game*. I'm really loving the engine! The iteration time is crazy fast and editing scripts while the game is running without getting a billion errors is honestly the greatest thing in the world. Still have a lot to learn, but I'm really impressed so far. Things went so fast I even had time to cut a quick trailer.

You can try out my weekly digital trash here if you're interested.

*I technically tried for the week before and failed to learn the engine and make something all in one week, but who's keeping score?