Godot

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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

!roguelikedev@programming.dev

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founded 2 years ago
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It would be very good if Godot had better starting options for newcomers.

As in, some example games that people can start playing around with.
Yes, there are official demos, but those are just for showcasing specific functionality of the engine.
What Godot needs is more projects that showcase gameplay mechanics. Some simple demonstrations of how a popular game genre would be implemented with Godot.

Unreal Engine has Lyra and Unity has FPS Sample.
Liblast is probably the best such project for Godot, but in my opinion it misses the point, as developers went way too hard on shiny graphics instead of focusing on variety of weapons and game modes.
I'm sure that there are many other projects of similar sort that I am not aware of.
So please, feel free to provide any relevant links.

It should be in the interest of Godot community to provide game templates for as many game genres as possible.
My taste in video games might be stuck in the past, so my list of "popular game genres" probably does not reflect the modern state of what people like to play.
So it would be good if figuring out priorities would be a community effort. Example games for which genres should be developed first, so that we gain more interest from newcomers.

If I find some time, i will go through my list of starred repos and post links to all relevant projects that I came across over the years.

Overall, I would love to hear your thoughts on this.

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Why is there a load() at all?

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I had this issue back in Godot 3.5 and hoped that it'd be gone, but Panels and some other Control Nodes still resize magically when executing another scene. This is such weird behaviour, that I have no idea where it might come from. Has anyone ever seen such a thing happen before? Here is a video of the bug in acton: https://piped.kavin.rocks/watch?v=79DYDT5qngk

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I am using Godot 4.1 and after I added the first rigidbodies to my game, I noticed the physics seem really unstable. The floor is a StaticBody with large and 1m thick BoxShape. I have RigidBody objects with simple BoxShape colliders and the thinnest side is 0.3m. Often when I knock them on the floor they do not come to rest, but keep vibrating indefinitely. They are not on top of each other, this happens when a single object is only on top of the static floor. Increasing physics ticks per second to 120 seems to help, but I am not sure how it affects performance and what will be my final targets. Is it normal for the physics to be so unstable and jittery in such a case I would assume to be very simple and mundane at 60 ticks per second?

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Is there a way to run python scripts in Godot (4)? I'm trying to build a user interface for using some spaces on HughingFace. I would do that through the gradio_client library for python. I want to export the project to Android, but I don't think that android comes with python pay default... How would I go about running some.python script at runtime?

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In this episode of Tech Over Tea podcast, @BrodieOnLinux has invited Emilio Coppola, Godot Foundation Executive Director. Tune in, fetch some drink and have a good hear!

@godotengine

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Large scenes stop opening (lemmy.blahaj.zone)
submitted 1 year ago* (last edited 1 year ago) by Smorty@lemmy.blahaj.zone to c/godot@programming.dev
 
 

I have had this happen with two scenes by now. These scenes consist of a large tilemap with multiple layers, a player and thats it. The scenes inherit from a LevelBase class I wrote, but that is so simple. that it can't be the problem. LevelBase just has a open_pause_menu() function and nothing else. Does anyone know why this might be happening?

EDIT: Forgot to translate the message. It says "scene file 'office.tscn' seems to be invalid or faulty."

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Notable additions:

  • FSR 2.2 support

  • 3D shadows for the Compatibility renderer

  • A new lightmapping de-noiser

  • GDExtensions can now be reloaded in the editor (previously you had to close and re-open godot)

  • Lots more bug fixes and optimizations

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Hi All :)

Massive thank you to everyone who gave feedback on the first demo I posted. I've already made improvements to the clarity of the gameplay, map and menus. As well as adding in the much requested damage counter for spell damage.

Wildmagic Wizardry now has a steam page! So please go hit wishlist to get a notification when my game launches into early access http://bit.ly/45hsnhV

The updated demo is now available on itch.io to play. Spell animations are another highly requested feature that are (hopefully) coming soon! http://bit.ly/3Q2cmYw

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I've seen several different methods for accomplishing this, but I was wondering if there's a way of doing it that is best? Also, somewhat related, but is delta in milliseconds?

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We are doing an N64 style graphics jam starting next week. There are no prizes other than bragging rights, but we have fun with it anyway! Come join us!

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13:00 - 13:45 UTC 15:00 - 15:45 CET/CEST 09:00 - 09:45 EST/EDT 06:00 - 06:45 PST/PDT 16:00 - 16:45 EET/EEST

godot-playfab – A Godot Extension To Easily Integrate PlayFab, a Cloud-Based Backend as a Service

Intermediate

Johannes Ebner

Today, all games – whether single or multiplayer – need a backend.

But game devs want to build games, not backends (well, with some very rare exceptions). Enter PlayFab, a free backend-as-a-service solution (up to 100k users). But how do you interact with it in your favorite game engine, Godot, with your favorite scripting language, GDScript?

In this session, we’ll show you how to leverage godot-playfab, the Godot/GSDScript SDK Johannes maintains, so you can make the most of it in your Godot game!

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So I've been working on this concept for a bit. The goal here is to make my game's terrain and roads in-engine, so that geometry, object spawns, traffic paths, and such are generated automatically. I'm posting this both because I wanted to share this, and to get opinions and advice.

Spoiler: more pics


Current challenge:
I have restarted this a couple times, trying different approaches. For the current iteration I have decided that I need to build the foundation properly before I bring in anything from the above screenshots.

The foundation:

The idea is to create a network of path and intersection nodes, to which I can add modifiers, such as road generator, mesh deform, or object spawn. Managing connections via editor tree became a pain very fast.

Now I need to figure out how to connect these easily, preferably via the viewport, by just dragging the path handle over the intersection handle. Any tips?

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I am going through the Godot tutorial and am in the 3D part. I clicked the perspective button and changed to top view. I now have no idea how to return the editor camera to where it was before and the tutorial seems to expect you to be in this default view. I tried searching, but I don’t think I am using the correct words to describe what I want.

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My script sets this value in editor. How can I keep the the changes when saving the scene?

class Anchor:
	var offset: Vector3
	var connected: Node3D
	var end: bool

var anchors: Array[Anchor]

I found this issue, so I tried fiddling with _get_property_list(), but that didn't work. It also doesn't seem that I can export the var.

Thanks

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submitted 1 year ago* (last edited 1 year ago) by surlybaer@lemmy.world to c/godot@programming.dev
 
 

So, I'm trying to rotate the player as they turn left and right in a top down view. The rotation works correctly when moving right, but fails going left.

Here's the code that handles the rotation

rotation = move_toward(rotation, PI / 12 * direction.x, PI / 2 * direction.x * delta)

The numerical values look right, giving me 0.261 rads going right and -0.261 rads going left ... but the rotation going left continues to go clockwise and stops just before a full 180.

Is there some quirk with rotation that I'm missing? My rubber ducks have remained silent.

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I’m just curious about which is the most efficient way of doing this kind of node enumiration:

for i in something():
    o=[var1,var2,var3,varN][i]
    o.new()
    o.do_something_based_on_number_of_loops()
    add_child(o)

or

for i in something():
    match i:
        0:
            o=var1
            o.new()
            o.do_something_based_on_number_of_loops()
            add_child(o)
        1:
            o=var2
            o.new()
            o.do_something_based_on_number_of_loops()
            add_child(o)
        2:
            o=var3
            o.new()
            o.do_something_based_on_number_of_loops()
            add_child(o)
        N-1:
            o=varN
            o.new()
            o.do_something_based_on_number_of_loops()
            add_child(o)

or

var items = [var1,var2,var3,varN]
for i in something():
    o=items[i]
    o.new()
    o.do_something_based_on_number_of_loops()
    add_child(o)

Or is there a more efficient way of doing it?

Edit: Sorry if that wasn't clear. Is it better to constantly get something from an "unstored list", store the list in a variable, or not use a list and use a match statement instead? Do they have any advantages/disadvantages that make them better in certain situations?

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submitted 1 year ago* (last edited 1 year ago) by Smorty@lemmy.blahaj.zone to c/godot@programming.dev
 
 

How would I go about creating a pixel art theme for a game? I don't want to lower the resolution of the game, as it is supposed to render the game in the native resolution and I want crisp effects and text. Currently Godot makes a single pixel of the ui a single pixel on the screen. How would one go about fixing that? UI looks like this currently:

Do I really have to scale every control, or can I set it up for controls to automatically display its textures bigger?

EDIT: Here is a zoomed in version of the picture above. This should clarify of what I want to achieve (without having to zoom in)

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I picked up the Zenva bundle from Humble and I've done the first two classes and I feel like I learned a little, but the classes have failed to actually teach me much of anything about GDScript. I don't understand why I typed what I typed or how to use the code I did "learn" so far.

Any recommendations for other tutorials or something I could read to learn more? Maybe a book or a website of written tutorials.

I'm going to continue with the courses, but I feel like I'm not going to get much out of them.

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https://www.youtube.com/@Brackeys/about


Text version, thanks to @CorneliusTalmadge@lemmy.world:

Image Text

BRACKEYS

Hello everyone!

It’s been a while. I hope you are all well.

Unity has recently taken some actions to change their pricing policy that I - like most of the community - do not condone in any way.

I have been using Unity for more than 10 years and the product has been very important to me. However, Unity is a public company. Unfortunately that means that it has to serve shareholder interests. Sometimes those interests align with what is best for the developers and sometimes they do not. While this has been the case for a while, these recent developments have made it increasingly clear.

Unity has pulled back on the first version of their new pricing policy and made some changes to make it less harmful to small studios, but it is important to remember that the realities of a public company are not going to change.

Luckily, there are other ways of structuring the development of software. Instead of a company owning and controlling software with a private code base, software can be open source (with a public code base that anyone can contribute to) and publicly owned. Blender - a stable 3D modelling software in the game dev community - is free and open source. In fact some of the largest and most advanced software in the world is built on top of open source technology like Linux.

The purpose of this post is not to denounce Unity because of a misstep, to criticise any of its employees or to tell anyone to “jump ship”. Instead I want to highlight the systematic issue of organizing large software projects under a public company and to let you know that there are alternatives.

I believe that the way to a stronger and more healthy game dev community is through software created by the community for the community. Software that is open source, democratically owned and community funded.

Many of you have been asking for us to produce new tutorial series on alternative engines such as Godot, which is currently the most advanced open source and community funded game engine. I don’t know yet if this is something that we can realise and when.

I can only say that I have started learning Godot.

Best of luck to all of you with your games, no matter what engine they might be built on!

Sincerely,

Asbjern Thirslund - Brackeys

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