Godot

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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

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founded 1 year ago
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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!

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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.

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  • RYbot
  • No Gasoline
  • Pillory
  • Fallacy Quiz
  • Stunt Xpress
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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

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Hi everyone! This is a continuation of my video about polar coordinates in shaders. If you haven't seen it yet, I definitely recommend watching it first; everything will then be a bit clearer. The link should be included in the description. However, I will also mention the basics in this video. So, let’s make some spiral effects.

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submitted 9 months ago by mac to c/godot
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submitted 9 months ago by Zibetnu to c/godot
 
 

I'm remaking the ghost minigame from Nintendo Land. (Nothing is public just yet.)

I've called it "Ghost Game" during early development because it's simple and I like the alliteration, but there's already two games on Steam with very similar names.

I'm currently considering these names:

  • Ghost Game (just use it even though other games have similar names)
  • Ghost Mansion
  • Spectre Mansion
  • Haunting Hijinks

I'd love to hear feedback on these names and get ideas for other names I should consider. Thanks!

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submitted 9 months ago* (last edited 9 months ago) by russmatney to c/godot
 
 

Dot Hop launched today on steam! It has some challenging grid puzzles that I think folks will find satisfying.

This game started as a puzzlescript game for the Fediverse Summer Jam hosted by the p.d community - I reimplemented it in Godot, added themes and many more puzzles, and finally released it last night/this morning.

The game's source is available on github and it can be purchased on steam and on itch.io.

Hope you enjoy it, and let me know what you think!

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submitted 9 months ago by popcar2 to c/godot
 
 

Lots of great changes this dev version, but the big one for me is that they improved the stability of pixel-art. There shouldn't be any more weird jittering and 1px offsets.

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When I first played New Super Mario Bros Wii, I was fascinated by how the game implemented secret areas in game, where the player could collide with a fake wall only for it to vanish and show what's behind it.

Since then, I always wanted to make a game with secrets like that and today I finished making a video about how I've done it! The way I've done is pretty simple, but also makes sure that the secret areas are easy to implement while level designing.

Secrets are fun, more games should have them!

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Hi everyone! This time, I would focus on what truly looks like a dev log, as the title of this channel suggests. It will be about shaders again, but instead of creating it from scratch, I would dissect a fog effect as we implemented it in our game.

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A massive asset bundle by Kenney is free right now on itch.io. It's only available for 9 more hours as of posting.

All included assets can be previewed here: https://kenney.nl/data/itch/preview/

Includes 2D, 3D, and audio assets!

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submitted 9 months ago by popcar2 to c/godot
 
 

cross-posted from: https://programming.dev/post/10544732

Kingdom of Squares is my entry to the Egypt Game Jam 2024, it's a 2D archery game where you defend a fortress.

It was made in only 5 days, any feedback welcome!

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My solution is shader based. The object inside the cube is visible when viewed trough a "portal".

You may find this example scene and the code here: https://github.com/ArmainAP/Godot-Occlusion-Portals

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Hi everybody! In this video, we will create a shader that displays a grid. It may sound simple, but such a grid is a very useful element, whether for debugging or its use in various effects.

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  • D-Day VR Museum
  • Operation Steel
  • TRUFFLE
  • Killer Junkyard
  • Deal of the Dead Final Cut
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submitted 9 months ago by mac to c/godot
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submitted 9 months ago by popcar2 to c/godot
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Hi everyone! This tutorial will teach you how to display a fireworks effect on the screen using a shader, which can be a nice reward after successfully completing a level in your game.

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submitted 9 months ago by mac to c/godot
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