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Originally posted by u/dannygaray60 over on reddit, crossposted here with permission from them

https://www.reddit.com/r/godot/comments/181j0ea/blood_whip_aerial_combo_toziuha_night_order_of/

Reposted gif in case its not animating for you

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Original post by u/tanakj with the text:

Upgraded to godot 4 just for this feature and I'm loving it

Reposted gif in case its not animating for you

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Originally posted over on the godot discord by SirWaffle007 with this text:

We're excited to announce the launch of our Godot 4 multiplayer plugin, GD-Sync! We are currently seeking beta testers of all experience levels. Your expertise and input are crucial for the fine-tuning of GD-Sync, ensuring it meets the diverse needs of the Godot community and functions seamlessly across a wide range of projects. Your feedback will directly contribute to enhancing the plugin's features and overall usability.

The beta version of GD-Sync offers the following features:

  • Managed Server Network: Optimised multiplayer servers strategically located across the globe. With servers in North America, Europe, and Asia, we ensure low-latency gameplay no matter where your players are.
  • Lobbies & Matchmaking: Built-in lobbies and matchmaking systems make it easy for players to find and play together. Supports both private and public lobbies with password protection.
  • Custom PropertySynchronizer & NodeInstantiator: Simplify syncing Node properties among clients and instantiate scenes on all clients with a single line of code.
  • Cross Platform: Written entirely in GDScript, GD-Sync functions on all platforms seamlessly.
  • Encrypted Connections: Per-client encryption and IP shielding for maximum data security.
  • Server Statistics: A comprehensive dashboard on our website offers detailed server statistics and player metrics.

For detailed information and to join our beta program, check out https://www.gd-sync.com/. Thank you for your interest and support in making GD-Sync the best it can be!

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Gif originally posted by u/DaelonSuzuka

Reposted gif in case its not animating

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I'm just starting out with Godot and I've run into some strange or unwanted behaviors. Maybe some of you can help me fix them. I'm currently running Godot on arch linux with x11/i3 as my desktop environment.

1.) Godot got some really aggressive focus. The editor grabs the focus mid typing in other applications and suddenly I'm tying there. With i3 being a tiling manager, Godot is sometimes passively resized when I resize another window - of course it also immediately gets itself focused and messed the resizing up.

2.) The focus within Godot is even stranger. I can ctrl c + ctrl v nodes just fine on a freshly opened project. But once I've a clicked a single property in the import or inspector docker, ctrl c + ctrl v will work exclusively there. Even if the import docker is hidden underneath the scene docker where I'm clicking the nodes I want to copy/paste.

3.) The last one is about using an external editor. Whenever Godot encounters a bug, it will automatically open the script in question. Which is annoying because I use vim for everything and will throw warnings at me, that the file has been changed. I've looked through all editor settings and tried setting vim as my external editor but the behavior persists.

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Original post by u/Majestic_Mission1682

https://www.reddit.com/r/godot/comments/17djxqh/im_proud_with_how_my_gameplay_feels_so_far/

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Original post by @luiscarli@mastodon.gamedev.place

https://mastodon.gamedev.place/@luiscarli/111427313134820984

Reposted gif in case its not animating for you

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Not an oc meme but thought it was funny

Originally posted by Legitimate-Record951

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Hello Everyone! I apologize if this post isn't as organized as it should be.

Every now and then I try my hand at making a 3D terrain system for my game. It's typically a gdscript that reads coordinates in a json, dict, array, etc and then instances each point as a terrain node/tile (so I can dynamically change each tile). The primary issue I run into is lag with reading this data over and over causing lag and the many instances of nodes themselves potentially causing lag.

I have successfully implemented a render distance before, which I believe fixed the instance count (IRC works good for max 5k objects). The issue that I believe stopped me was the lag from looping over an extremely long dictionary every second (or less). The looping was so when the player moved, it rendered a new group of tiles based on the player location.

It took a long time to ask someone else for help with this because I didn't keep track of my small terrain test projects. I do not have any examples of what I've done before at the moment, so take this as someone asking for help on finding and setting up an easily managable 3D terrain system for Godot 3.5.x.

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  • Jailbreaker
  • Cruel
  • Fresco
  • Doomsday Paradise
  • Dancing Duelists

The video itself is called final episode but its the final episode of 2023 and not the final episode the creator is making

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Hi everybody, and especially Godot and shader effects enthusiasts. After the last video, where we delved into the third dimension and created an animated shield around a 3D character, I would once again return to 2D and demonstrate how we can generate an electric discharge effect, which could serve as an obstacle in our space shooter, for example. Let's get started.

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I finally found the time and the motivation to get back into game dev and making videos. I trying out a shorter format mostly to document the progression of the project.

Maybe someone find it interesting at least :)

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When I start my project (in the editor) I now get a big block of errors, mostly complaining about me overwriting sime Base Godot Classes (which is false)... Has someone here had this issue before? Here are the errors I am getting: https://drive.google.com/file/d/1cb4q9-cVFV0puFPQYgghYpy1hOJys14g/view?usp=drive_link

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I didn't like how simple Flow containers were, so I made my own. This one Tweens nodes into place rather than snap them. Video in the readme.

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My background is backend development with Java and Kotlin for the last decade. I have a little bit of HTML/JS experience but I'm not a pro. I would like to build a modern Sierra game, of sorts.

I have no problem investing the time, it just seems overwhelming to jump into and while I've looked at a couple of tutorials, I still seem a bit mystified by the process.

I'm interested in multiplayer design and function twofold, as I'm intrigued at both how to make it work efficiently and the reasons some game companies claim their game servers cost millions a month to run and have to shut them off (looking at you, Gun Media).

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Original post by @luiscarli@mastodon.gamedev.place

https://mastodon.gamedev.place/@luiscarli/111421187557991862

Reposted gif in case its not animating for you

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Hello to all fans of Godot Engine and shaders! It seems that I've grown quite fond of visual shaders because I've just recorded another video on this topic. Would you like to use such an animated shield or force field in your game? It's easier than it might seem. Keep watching, I'd be happy to demonstrate it to you.

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