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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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Hello! I just released my first solo game on Itch called "Babel's Echoes"! Typically I work with my team, but for this project I went (mostly) alone which was quite daunting to me.

I have been working on this game in my spare time for nearly a year now and am so happy to finally put it out there. It is a 2D puzzle game where the goal is to make it to the end of the level while stepping on each tile ONLY ONCE.

I came to Godot from Unity and honestly it is a breath of fresh air. This project was one of the main ways I learned this tool and there are so many things I know I did wrong while I was learning. But that is where all the fun came from!

This was also my first project to seriously try localization and do language support. So this game has in game options for English, Spanish, French, German, Esperanto, Hindi, Japanese, and Ukrainian! Granted I don't speak any of these (other than English) so just hoping I got them right enough with online translators haha.

If you want to try it: Find it here on Itch.io

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submitted 2 months ago by FencerDevLog to c/godot
 
 

Hi everybody! A few months ago, I created a tutorial for generating a simple two-dimensional grid, and recently I thought it would definitely be useful if we could do the same as a projection into the third dimension. The algorithm for the grid itself will remain the same, but we will add elements like a 3D camera, projected UVs, and so on. Let's take a look at how such a shader works.

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Two years ago, I learned Godot 3 to make my first game. After releasing it on Itch.io last year, I decided to update it and release it to Steam!

Minimal Slide is a collection of over 100 handmade sliding puzzles with customization options that can be unlocked with coins earned by just playing the game.

If you want to see my progress on the games I'm working on, you can check my Bluesky and Mastodon accounts!

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I was doing steamdeck game dev work on my pc and need this table so I made one. Let me know if there is any mistakes.

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I'm thinking about making a character entirely out of Polygon2D nodes without textures. One thing I haven't figured out how to do is make each polygon cast a "permanent" shadow on top of the ones that are Z levels below it.

Below is an image of what I want to do, but using shaders/lights. I've only managed to do this by making extra polygons to fill in as the shadows.

How exactly do I have to set up a light source to achieve this effect? Using a DirectionalLight2D or a PointLight2D just brightens the polygons and I can't figure how to use a LightOccluder2D, or even if this is the correct way to get this result

(The polygons are green due to the DirectionalLight being green) - The occlusion simply applies the shadow on anything that is Z levels below it.

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/godot
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I am running Godot 4.3 on Linux on a laptop with an NVIDIA RTX3050 Ti latop that I can enable through NVIDIA prime-select. When I have this enabled (not on-demand mode), Blender and games launched through Steam have no issue using the NVIDIA card, but Godot still uses the integrated Intel chip.

Is there an easy way to force Godot to switch device?

EDIT: I didn't get the Flatpak working, but instead running the executable downloaded from godotengine.org, it now works.

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submitted 2 months ago by popcar2 to c/godot
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Hey everybody! Would you like an inexpensive rain effect to enhance the 2D scenes in your game? We already have the particle rain, which I demonstrated in one of the previous videos. What I'll show today might not be perfect, but the shader itself is very fast, so it can be easily used, for example, to decorate windows through which you can see a rain-soaked landscape. Or even for an entire scene, if we manage to set the parameters correctly.

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Hi everyone! Let’s try to write another shader to enhance our graphics, for example, the background of a scene in a game. I recently made a video about the emboss filter, which is quite similar to the effect I want to implement today, but this time I'll show a shader that may not look as flashy, but can be written in one line and certainly has other good qualities.

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/godot
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  • Seal the rift
  • Balocks
  • Duniya Skapare
  • Dungeons & Degenerate Gamblers
  • The Garden Path
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submitted 3 months ago by [email protected] to c/godot
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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/godot
 
 

I'm sure there's a really simple answer to this, but it's a surprisingly difficult problem to search for.

I've got a RichTextBox control and I'm trying to write text that includes the letters "ff", but they don't show up. This is the specific code in question:

for entry in suffix:
  desc += "[color=darkgray]Suffix (Tier: %s, Quality: %s%%) 'of %s'\n[color=royalblue]" % [entry.tier, entry.quality, entry.mod.name]

This is what it ends up printing:

If I change one or both of the Fs to capitals, they both display fine; it's specifically two lowercase Fs that're problematic. They also display fine elsewhere in the same textbox; it's just this line specifically that's problematic. Even tried escaping it but it didn't like that, either.

Most of the settings on the RichTextBox are default; the font has a lowercase 'f' character; I haven't done anything weird with the font size, or style, or anything else.

I'm tearing my hair out here. Please tell me this is just some stupid bbcode tag or some such.

Edit: For anyone finding this later:

It's a ligature (ffi) that the font is missing a glyph for. To solve the problem: On the Import tab, choose the font you're using, click Advanced, and under Metadata Overrides, expand OpenType Features, click Add Feature -> Ligatures, add whichever option is appropriate (discretionary or standard ligatures), then disable the option. Reimport the font, and the issue is fixed!

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One of the topics I covered in the new book of shaders is advanced post-processing, which will be the subject of today's video.

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