r/godot 22h ago

fun & memes Which one do you prefer ?!

9 Upvotes

I am trying to make an endless runner (not for commercial game) in Godot 3.6 similar to the the game "Subway Surfers" but in Minecraft style, but in the way I found there are lot more challenges than i expected.

This is just for fun and I do not own any copyright protected content from Minecraft and subway surfers


r/godot 9h ago

selfpromo (games) Game is done. Who wants to beta?

0 Upvotes

My game is "complete" and now I think I need more testers to nail down requirements. It's pretty low-key, not GPU intensive by any stretch. How do I get beta testers? Anyone?

EDIT: A blurb would have been good...

Dungeon (W)Hoarders is a silly, stupid lazy clicker for PC only (currently). I'm working on the MacOS and Linux builds. It is a "turn-based" hex crawler dungeon delve "tabletop" game. With an unlimited amount of floors that are ever changing, there's no telling how far down you can go.

How about an equally stupid blurb:

"As Hero!, your mission is to delve into the ever-shifting dungeons. Click your way through monster-filled rooms, gather epic loot, and prove you are the ultimate Dungeon (W)Hoarder."

And because I was asked the right security question...here's a project sample image. It's real.


r/godot 1d ago

discussion Does GODOT 3 and 4 have huge differences in making 2D games?

0 Upvotes

Hello, I'm starting to learn GODOT and I wanted to know if you, a developer, know if GODOT 3 or GODOT 4 have big differences in making 2D games. In this case, I mean that if I learn GDScript for GODOT 3, I will still be able to do it for GODOT 4, with almost no difference in the script or anything like that?

I bought a book to learn (yes, a book to learn GDScript for godot 3) and I want to know if I learn GDScript for GODOT 3, will I still be able to make good games? Games that I don't know, there is no difference at all if I make them in GODOT 4?


r/godot 18h ago

selfpromo (games) The Loop Below is live on Steam.

0 Upvotes

My indie horror game The Loop Below is out now on Steam.

Explore the underground, scan for anomalies, and survive what lurks in the dark. It’s a hardcore psychological horror — minimalistic, tense, and unforgiving.

Steam: https://store.steampowered.com/app/3799320/The_Loop_Below/


r/godot 22h ago

help me Duplicating complex class structures

1 Upvotes

Hi everyone,

I'm looking for a clean way to duplicate a nested class structure in GDScript.

Let's say I have three classes:

  • Class A holds some standard values (string, int, bool) as well as an Array of ClassB.
  • Class B also holds some standard values and a reference to an object of type ClassC.
  • Class C just has some basic values.

Example code:

# class_c.gd
extends Resource
class_name ClassC

u/export var name: String = ""
@export var value: int = 0
@export var is_active: bool = false


# class_b.gd
extends Resource
class_name ClassB

@export var id: int = 0
@export var description: String = ""
@export var data_c: ClassC


# class_a.gd
extends Resource
class_name ClassA

@export var title: String = ""
@export var count: int = 0
@export var enabled: bool = true
@export var items: Array[ClassB]

All of these classes extend Resource.

When I try to duplicate ClassA with a.duplicate(true), the basic values are copied correctly, but nested structures (like the items array of ClassB) do not seem to duplicate properly. Instead, I get a bunch of NULL errors when accessing them.

I’ve seen some forum posts suggesting this is a known limitation, with the usual advice being to implement a custom copy function.

Is that really the only option, or is there a better/cleaner way to handle deep duplication of nested resources?
I hope you guys can help me :)


r/godot 19h ago

discussion AI coding tools for Godot

0 Upvotes

I’m curious what AI tools people are using. I have been trying to learn Godot for the past weeks and I have had a blast. But… it’s almost hard to learn when the AI does such an amazing job by itself. I’m not complaining though.

Probably the most powerful tool I have tried has been ChatGPT Codex, with the Cursor environment. Super easy to set up and it’s mind blowing how much it can do. Just tell it in plain English (or Swahili or whatever) what you want, and it does it for you in seconds. I literally made more progress in ten minutes yesterday than in all of last week.

I have also tried Claude Code, but I have to give the win to Codex. What are your thoughts?


r/godot 14h ago

selfpromo (games) A Turn-Based Roguelike… with Freedom to Move 👀

2 Upvotes

🔥 Dive into the ultimate adventure! 🔥

Discover my turn-based roguelike, where every decision counts and every fight is strategic. Move your character freely before acting, explore procedurally generated dungeons, and face unpredictable enemies.


r/godot 10h ago

free plugin/tool am ready to share this blender-Godot addon for sync your scenes

317 Upvotes

i have being working on this blender-godot addons for syncing entire blender scenes in to Godot and be able to edit them on the fly i'll probably be making a YouTube video about it over at my yt channel YT/@Devbud check it out


r/godot 6h ago

discussion Should I make my levels in Godot, Blender or Trenchbroom.

3 Upvotes

Hi,
I have already posted on this sub before about my prototype.

I want to ask the community about their preferred way of making 3d maps.

For my current project I'm going for early 2000s PC games like Gothic and Arx Fatalis. Not really PSX but not even close to HL2.


r/godot 10h ago

help me Problem with get_action_strength

0 Upvotes

I'm testing the inputs of the analog trigger of the Retroid Pocket 5 (set to xbox input mode). I noticed that the value of get_action_strength starts off at 0, increases when I press it, but never goes back down to 0. It stops at 0.375. I was suspecting an issue with the triggers but when I tried several in browser gamepad tester on the retroid, they all correctly mapped the values from 0-1.

The game also works on PC with an xbox controller perfectly. Anyone has any ideas on why this is happening?


r/godot 14h ago

help me Programming help: Coyote time

0 Upvotes

I'm new to Godot and game dev in general. I'm trying to implement coyote time. I figured i'd start a timer after the player is no longer on the ground that, and when it's finish it would block them from jumping. Problem is i'm not exactly sure how to actually program it, so if anyone can give me tips of break down the coding for me it will be a big help, thanks!


r/godot 16h ago

selfpromo (games) Render Millions of objects with high FPS

0 Upvotes

r/godot 1d ago

help me Does anyone know how to scale a Subviewport on a 3d mesh?

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4 Upvotes

The first image is the mesh with the subviewport, and the second is what the sub is meant to look like. how do i scale down the svp to make it fit into the mesh?


r/godot 1d ago

fun & memes Solo Dev vs AAA

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1.4k Upvotes

r/godot 5h ago

help me How do i utilize timers in a singleton? Or how do i reset a SceneTreeTimer?

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6 Upvotes

what i want to do is after the await, it sets the timer back to 3. but i dont know how to do this, considering its a scene tree timer. so if someone could tell me how to either connect a timer node to a singleton, or how to reset a scenetree timer, id very much appreciate it


r/godot 16h ago

selfpromo (games) I kinda suck at making car games

21 Upvotes

r/godot 18h ago

help me Found a bug with Input.set_default_cursor_shape

0 Upvotes

On an Area3D node, I was getting ‘mouse_enter’ and ‘mouse_exit’ spam calls when the cursor went out of the bounds of the window, as shown in gif below.
After some investigation, I found out that the function ‘Input.set_default_cursor_shape’ was the culprit. I was calling it to set the cursor shape to a pointing hand on mouse enter, and back to an arrow on mouse exit. Without them, the code works fine.
Is this a bug, or am I using it wrong?

Code is (Godot 4.4.1):

func mouse_enter():
Input.set_default_cursor_shape(Input.CURSOR_POINTING_HAND)
(spawn enter particles)

func mouse_exit():
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
(spawn exit particles)


r/godot 19h ago

help me The pixels have different size when testing

1 Upvotes

r/godot 1d ago

help me How to fix dependencies?

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0 Upvotes

This is probably the most common issue I encounter with Godot. At some point it starts showing me missing dependencies at startup even though all the files are at their places, as it's shown at the screenshots. Clicking "Fix dependencies" doesn't do anything and, eventually, my project dies.

Ho do I fix/prevent this?


r/godot 17h ago

discussion Looking to find good tutorial / free courses

7 Upvotes

Hello

I’m new and don’t have a lot of experience in the field but I have a project in my mind.

I’m looking to make a 3D game with a RTS style with tower defense elements. Any ideas where I can find some good tutorial ? All I found in YouTube are 2D

Thanks


r/godot 21h ago

free plugin/tool I published my first asset pack

43 Upvotes

Free assets for your game Link on itch.io : https://amirvamp.itch.io/fearland


r/godot 10h ago

selfpromo (games) Finally released Towers of the Bane, a Zelda-inspired game!

2 Upvotes

Hello! I've finally released my first full game after a year and a half of development! It's a Zelda-like game reimagining the exploration of the first Zelda in a non-linear world cursed by a scourge. Feel free to discover the game, play the demo, and even share it if you liked it! It's a small move, but it means A LOT for a small developer!

https://nirsos.itch.io/towers-of-the-bane


r/godot 14h ago

selfpromo (software) Notepad GD

2 Upvotes

this is my app first completed software I created using godot what are you thinking?


r/godot 19h ago

help me (solved) Why is my movement code crashing my game?

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0 Upvotes

I don't know what is wrong with it, I have been following a tutorial and suddenly it crashes my current scene every time I run it but only if all the "Right" and "Left" bits are in lowercase. Whenever I run the scene it works for a split second and my character flips as intended but then instantly crashes. There is more to the tutorial but it doesn't fix this issue. How can this be fixed?


r/godot 1d ago

help me Sfx Caching System

3 Upvotes

To reduce memory usage of preload() and to reduce overhead by constantly loading sfx from disc using load(), I was tasked by programming lead to develop a sfx caching system.

While I kinda understand the purpose and functionality of a cache, I'm unsure if I'm approaching this the right way and would appreciate some opinions/tips.

Here's the current architectural attempt:

  • class Sfx
    • static func play(parent: Node, stream: String)
  • subclass Library
    • a bunch of const: String holding stream file paths
  • subclass Cache
    • static var stream_path: Array[String]
    • static var stream_file: Array[AudioStream]
    • a bunch of static func for internal logic

Architecture and naming were chosen with syntax in mind. So to play a sfx from anywhere, you'd write Sfx.play(self, Sfx.Library.SFX_SOMETHING)

Cache is operating on 2 Arrays simultaneously. Sfx.Cache.stream_path[0] is the String file path of Sfx.Cache.stream_file[0].

When Sfx.play() is called, it'll be checked whether or not the supplied String file path is inside Cache.stream_path and if it is not, it'll be cached, which basically looks like this: stream_path.append(stream_to_cache) stream_file.append(load(stream_to_cache))

As none of all this exists as an instance in any scene tree, I can't use timers inside Sfx to do cache flushes every once in a while, so I did set up a max cache size and just delete the oldest index when it reaches capacity.

I could set up a timer elsewhere, but I hesitate bc it'd violate LoD.