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

!roguelikedev@programming.dev

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founded 2 years ago
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Hello everyone! This time, let's try something really simple. I didn't have time for anything more complicated because we're right in the middle of releasing our game, which is quite a time-consuming activity. But who knows, even a simple effect can end up being useful. Let's take a look at how we can implement such a digital burn.

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Hello everyone! We already have one rain shader, so why not add another one? This time it will be based on a slightly more complex algorithm, but it will allow for much more customization and won't suffer from visual artifacts. Let's get to it.

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Wow the new compositor effects feature for @godot 4.3 seems both very cool and a bit overwhelming :neofox:

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Hello.

Gamified Language Learning Tool in Godot 4.x

I was working on this several months ago, but decided to completely restart and try again two weeks ago. Had a lot of business to take care of so could only do a few sessions of work.

Primary reason as to why I scrapped the first project was because I could not figure out a proper "green theming" and colors for the various Android screens. What it looks like on my computer can be totally different. I had the same issue with Fruity Game.

Basically, this is an open source Duolingo styled language learning app.

You can create courses/lessons for any language you want. This includes constructed or unofficially recognized languages.

The metadata repository comes from just the very basic idea of F-Droid.

Here are some examples of metadata:

"course": {"Form basic sentences": {"lessons": [{"challenges": [...]}]}, "Order in a cafe": {...}, "Speak about family": {...}

{"comment": "", "challenges": [{"type": "choice", "inquiry": "¿Tú bebes agua?", "options": [...], "correct": [...]}]]}

The README goes more in depth on how everything is structured.

Forgive me for lack of comments within the code. I wanted to get a quick prototype out to show a friend. I will make everything more readable soon enough.

The name probably makes no sense, but I could not find anything else.

NOTE: The app currently tries to detect your system language to only download courses from that, but there is only "en_US" available.

Web and Desktop versions are planned!

As a conlang enjoyer:

CODE REPOSITORY: https://codeberg.org/MarshReaper/Labrung METADATA REPOSITORY: https://codeberg.org/MarshReaper/Labrung_CourseMetadata

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submitted 3 months ago* (last edited 3 months ago) by SolarPunker@slrpnk.net to c/godot@programming.dev
 
 

There's a wiki or something to learn Godot with a maintained textual resource?

Also there are common practice/scripts and tips to learn somewhere?

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Hi everyone! As I promised at the end of the video on advanced post-processing, I'm returning to this technology once again, and this time we'll use it for an alternative method to detect edges in our 3D scene. The result will be an effect that resembles a pencil drawing on paper, which can be a very interesting enhancement for your game. Let's take a look at how something like this works.

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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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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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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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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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