Godot

5911 readers
1 users here now

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.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

[email protected]

Credits

founded 1 year ago
MODERATORS
201
202
 
 

Amata has a new gameplay trailer on Steam! Lots of new updates recently as well :D. Wishlist and try the demo if you like what you see!

Short trailer: https://youtube.com/shorts/ys_J1pymrpc

Steam: https://store.steampowered.com/app/1841160/Amata/

Discord: https://discord.gg/famAakEBJX

203
204
 
 

Hey everybody! In this video, I would like to demonstrate how we can enhance the effect that we know from the very first video about shaders that I recorded for this channel. The enhancement will consist of displaying something like continuous plasma instead of rippling lines, for which we will use very similar calculations. Let's get started.

205
206
42
submitted 8 months ago by mac to c/godot
207
208
 
 

I finally published my first addon, and it hit the asset library today!

Log.pr(...) and Log.prn(...) are intended as drop-in replacements for print(...):

  • colorizes the output data based on type
  • recursively prints dictionaries and arrays
    • (with a sane max count, i.e. not printing 1000 entries in an array)
  • adds a script-name prefix and line-number before each log
    • with different treatment for [src:12]: vs <addons:12>: vs {test:12}: scripts

For me this helps reduce wall-of-text noise and eye strain while reading logs at a glance.

I created a docs site via docsify, and the code is on github.

I'll be adding support for more types and customizing the color choices soon. You can opt-in to pretty-printing with your own objects by implementing a to_printable() function. I'm brainstorming ways to add support for not-your custom types as well (for example, Pandora Entities) - I have a few ideas but nothing implemented yet.

I've been using it in my own projects for a few months now, so it feels ready to share - I'm hopeful that others find it useful!

Try it out, let me know what you think!

209
 
 

Follow @[email protected] for more fun 😊

210
40
submitted 8 months ago* (last edited 8 months ago) by mac to c/godot
211
 
 

Godot web socket client is not receiving anymore updates from Revolt web socket server (https://developers.revolt.chat/stack/bonfire/establishing) after first data is received

first data is an Authentication success message:

{
  "type": "Authenticated"
}

This success message comes when a successful token is received.

Since there are no updates and you cannot send any data after initial connection (data_received never called again, so put_packet() not working apparently), the token will have to be in query parameters:

wss://ws.revolt.chat/?version=1&format=json&token={token}

in order to even receive that success message.

An issue relating to web sockets was opened: https://github.com/godotengine/godot/issues/27560

The user claims that one of the headers causes the connection to cease.

The problem header is Connection: close, Upgrade

    GET / HTTP/1.1
    Pragma: no-cache
    Cache-Control: no-cache
    Host: echo.websocket.org
    Upgrade: websocket
    Connection: close, Upgrade
    Sec-WebSocket-Key: HKWU1xOVV6PP6HXjcIWMDQ==
    Sec-WebSocket-Version: 13

    HTTP/1.1 101 Web Socket Protocol Handshake
    Connection: Upgrade
    Date: Sun, 31 Mar 2019 19:09:01 GMT
    Sec-WebSocket-Accept: 0IHc3riAKJz52YmkLVcWrDHvaYs=
    Server: Kaazing Gateway
    Upgrade: websocket

IMPORTANT!!

What SHOULD happen and what happens on other clients like websocketking, piehost, or this one is receiving a READY update

the big issue:

connect_to_url() is the only thing that sends data or the connection closes or a protocol error

It would be of great help if anyone could give any little piece of knowledge or suggestion on this. code

212
213
214
20
submitted 8 months ago* (last edited 8 months ago) by [email protected] to c/godot
 
 

I would like to be able to view mp4 files in my Godot game, but I can't seem to get this extension to work properly. I hear sound, but I do not see the picture.

I have gotten the built-in video player to work and it seems to work quite well. The downside is that it only supports Ogg Theora, which is unfavorable for my use case.

Does anyone have experience with viewing (mp4) video files in Godot 4?

Edit: In case it matters, I run Godot 4.2.1 on linux.

215
 
 
  • Keep It Running
  • Sealed Bite: Extended
  • W4 Cloud
  • Inside the Machine
  • Honk of Heroes
216
217
218
 
 

Hi everybody! If you watched one of the previous videos in which we created a square grid, you might have wondered how difficult it would be to achieve a similar effect with perfectly aligned hexagons. There are certain differences, but the algorithm is not extremely complex. Let's get into it.

219
21
submitted 8 months ago by popcar2 to c/godot
220
221
87
submitted 8 months ago by popcar2 to c/godot
 
 

Long overdue post on the potential for using Godot for GUI app development and why I think it's pretty cool!

222
 
 

Wanted some opinions on ways to set up triggering "on-kill" effects. In short: The player can have abilities that trigger effects whenever they shoot and kill an enemy. I'm also looking to extend abilities to enemies as well, so can't just hardcode a player reference.

Currently I'm doing it like this:

  • Enemy signals that it died -> the bullet receives this and signals that it killed Enemy -> the player's weapon receives this and signals that it's bullet killed Enemy -> the player receives this and triggers it's on-kill abilities.

It simultaneously feels like a good way to go about it but also a long mess. The other option I've considered is:

  • Each bullet has a reference to it's owner (eg. player). When an enemy dies to a bullet, it looks to the bullet's owner reference and tells it to trigger it's on-kill effects.

This way is a lot simpler to write, but is error prone eg. In cases where the bullet's owner is killed while their attack is mid-air.

Thank you all!

223
 
 

Hi everybody! In this video, I would show how we can set up a glow effect on a selected sprite in a 2D project. Such a shader may come in handy if we want to understand how the glow calculation works, or if we decide to work without setting up a global glow in the WorldEnvironment node. Let’s do it.

224
 
 
  • RYbot
  • No Gasoline
  • Pillory
  • Fallacy Quiz
  • Stunt Xpress
225
69
submitted 8 months ago* (last edited 8 months ago) by popcar2 to c/godot
 
 

After two years of development, W4 Games is proud to announce the first beta release of W4 Cloud, our open-source backend for online and multiplayer games optimized for the Godot Engine.

W4 Cloud has been built around the same concepts as the Godot Engine: simplicity and flexibility.

As part of our commitment to open-source, we have made the initial public release available under the GNU AGPLv3 license.

~~Note that it seems this will only be free & open source initially, but will probably move to a paid model on release. W4 is a for-profit company, after all.~~

Edit: Removed some speculation, I misunderstood the "initial public release" part and assumed later releases would not be foss

view more: ‹ prev next ›