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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

!roguelikedev@programming.dev

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founded 2 years ago
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426
 
 

Hi again, friends of visual shaders! Maybe you remember that in previous videos that dealt with this topic, we were working only with fragments, and we were setting only the final color for pixels. This time, we'll finally get to a no less important function, which is responsible for modifying vertices and subsequently deforming the entire texture that the shader is applied to. As an example, I chose the implementation of a flag that ripples in the wind.

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Some people asked for a devlog, so here's my experience working on GodotOS (not an actual OS by the way, just a program that resembles one). There's a new preview video inside and some more info on the project.

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Been messing with Godot a few weeks ago, now I fired it up again and my project was marked as missing for some reason in the project list. Weird.

I cleared the missing project, imported it again (you can't do that with opening it at the same time?(1)) did some stuff, closed to Project Manager, the project is not in the list.

???

Reimported it again, closed to Project Manager again. Still not in the list. Restarted Godot, still nothing.

Any idea what could be going on? Using Godot 4.1.1 Stable on Fedora.

Thanks for any hints ^ __ ^

(1) The button says „Import and Edit“

EDIT: Lol nevermind, it's there, it's just called „Basic FPS“ for some reason and has a weird logo 🤦‍♀️

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I was struggling with handling dialogue for a point-and-click game, has anyone tried Ink or other dialogue plugins? I tried both DialogueManager and Bonnie, and while Bonnie seemed nicer they both were kinda clunky.

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  • Bare Knuckles Sandwich
  • CliffDivers
  • Garlic Builder
  • Memora Wanderer
  • Legendary Creatures 2
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I'm making a fake operating system interface in Godot called GodotOS. Here's a sneak peek!

This is around 4 days of work. GodotOS is a proof of concept so I can learn more about Godot's UI systems. It's going very well so far. Right now you can open, minimize, and close windows while browsing folders and text files in user://files/.

My next goal (aside from adding more functionality) is to have viewports in windows so you can play games in your game.

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There's so much negativity and fighting and shit talking in the comments over there. It's like some people have a personal goal of making others look stupid in comparison to themselves and they just try as hard as possible to rub it in if they know something you don't.

I really feel like the latest Unity migration brought over a bunch of chuds because the three Unity subs were like that before I switched to Godot. That subreddit is literally the only reason I still visit the site at all at this point and I'm just about done with it.

I was hoping more people would end up here, but this place isn't nearly as active. I do plan on posting more when I make some more progress in my own projects, but I personally don't have a whole lot to share right now.

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I wanted to have an faster access to certain assets, so I created this addon which adds any amount of "Resource Browser" panels to the bottom bar.

Each panel has different config. You can add locations to search from via drag and drop, and filter files by extension (eg. mesh, tres) or type (eg. Mesh, Material).

Released it publicly if anyone else thinks it would be usefull. It's under MIT license.

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Hello, friends of #Godot and its shading language. This time, I would focus on something slightly more complicated. We will simulate an old #CRT monitor with all of its imperfections. #GodotEngine #godot4 #GodotTips #devlog #shaders

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@MartinXYZ@lemmy.ml had some dyslexic problems at https://lemmy.ml/comment/4564704

So I fired up Godot and obliged. And I managed to create a funny little game despite Long Covid. Have fun!

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Recently updated my destructibles C# plugin for anyone who's interested, it makes it easy to convert shard scenes made with blenders fracture into packed scenes of rigid bodies + scaling, position and rotating them. They can be pre-generated before into a packed scene or generated during runtime with custom fade effects as well.

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I'm following this tutorial for implementing translations into my game. While importing though, I get this block of error messages:

The csv I have in the file system contains this data:

and it uses UTF 16. It seems as if Godot expects a UTF 8 file for some reason, even though these files don't support speciala characters (which are used heavily in different languages). Does someone know what is going on here?

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Hey y'all, throwing a little project together in Godot 4.1 to practice stuff I learned after a tutorial project. I've set up two markers as my projectile spawn points, but the shots are spawning slightly off from the markers and I can't figure out why. Code and pics below. ~~I "fixed" it by shifting the player sprite2D 5 pixels to the right. Not sure why the spawns are being offset though.~~ NVM that only fixed it at the starting position, the shots are way off when rotating. In editor you can see the markers at the two tips on the ship.

In game you can see the shots spawning just to the side of the markers.

Edit: I broke the formatting posting on mobile 🙃

This snippet is from the player script

` var player_direction = (Globals.player_pos - $FixedHardpointDirection.position).normalized()

if Input.is_action_just_pressed("fire_primary") and can_shoot and Globals.laser_ammo > 0 and hardpoint_type == 0:

	Globals.laser_ammo -= 1

	var hardpoint_positions = $ShotStartPositions.get_children()

	can_shoot = false

	$Timers/LaserTimer.start()

	for i in hardpoint_positions:

		player_shot_fixed_weapon.emit(i.global_position, player_direction)

`

And this is from the level script

` func _shoot_fixed_weapon(pos, direction):

var laser = laser_scene.instantiate() as Area2D

laser.position = pos

laser.rotation_degrees = rad_to_deg(Globals.player_rotation)

direction.x = cos(Globals.player_rotation)

direction.y = sin(Globals.player_rotation)

Globals.fixed_hardpoint_direction = Vector2(direction.x,direction.y)

print(Globals.fixed_hardpoint_direction)

laser.direction = Globals.fixed_hardpoint_direction.rotated(-1.5708)

$Projectiles.add_child(laser)

`

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Introduction to Godot (not a tutorial)

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Casey Yano, one of the devs at MegaCrit (Slay the Spire devs) just released a blog post on his initial impressions for Godot after exploring it with their 3-week jam game Dancing Duelists

TextMeshPro is phenomenal though. I miss it. Please, just let me vertically center my auto-sizing min/max set font text into a clean rectangle.

I feel this. Still upset there's no toggle to vertically center text. I also generally agree that sprite/texture atlases more complicated to use than they should be. The rest of the blog post is pretty positive and insightful, it's a good read.

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I have a min and max position of an object and I want to represent an arbitrary point between them as a float between 0.0 and 1.0. This feels relatively basic math, but I can't quite figure out what I need to do with this. Is there a special name for this sort of thing? Also, are there any built-in methods that would be useful for this?

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cross-posted from: https://programming.dev/post/4250703

A devlog on switching from Unity to Godot and then to Bevy.

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