r/godot • u/Hot-Persimmon-9768 • 14h ago
discussion I started my World Editor from scratch after 10 Months in Development!
Features of the Editor
- Layer Selection
- Tool Selection:
- Pencil
- Rectangle
- Line
- Select (supports copy,paste,move)
- Fill
- Erase
- Tool Shapes:
- Filled Circle
- Hollow Circle
- Filled Rectangle
- Hollow Rectangle
- Scatter
- Filled Diamond
- Hollow Diamond
- Cross
- X-Cross
- Chess
- Tool Modifiers:
- Brush Size
- Line Thickness
- Collision Ignore
- Undo/Redo Function
- Automatically generated Filter-Section (scans custom data)
- Automatically generated Tile Inventory (scans tilesets and custom data, creates automatic tile previews)
- Visual Feedback and Previews
- Realtime 2D World Minimap
- Hotbar (9 slots) support
please give me feedback for the UI Design and general features! :)
r/godot • u/ZeEmilios • 20h ago
fun & memes Swapping from Unity hasn't been as smooth as I would've hoped...
r/godot • u/DevBudYT • 10h ago
free plugin/tool am ready to share this blender-Godot addon for sync your scenes
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 • u/Ryynosaur • 17h ago
selfpromo (games) My train building incremental game built with Godot just released on Steam!
Trainatic is my THIRD game built with Godot on Steam and won't be my last! I'm using the C# version of the 4.4 release.
It's been exciting watching the growth of this community and seeing the many games, prototypes, and tech demos here always encourages me to keep building games!
r/godot • u/Lucky_Ferret4036 • 16h ago
selfpromo (games) Blackhole VFX
something I have been working on
r/godot • u/Alphasretro • 17h ago
help me (solved) Anyone got any ideas for making the player stay with the ship and not fly out?
Basically the title, I'd like the player to stay with the ship and be able to walk around inside it even if it's moving, instead of getting left behind while the ship flies on. Any help is appreciated!!
r/godot • u/Jobblesack_Games • 12h ago
selfpromo (games) My game got a noticeable bump in sales/wishlists/demo plays once I hit 10 review
Before launch on September 3rd I had ~750 wishlists (could have been much higher but it's my first game and I did a lot of things wrong leading up to launch) the main big spike at the is from streamer coverage, that vast majority of which came from one major Youtuber (ImCade <3). And the second big spike, though more-so in wishlists came once my game hit 10 reviews (it probably also helps that they are 100% positive). That's the critical point at which steam starts showing blue text on the reviews summary.
Sadly a number of my friends had some big life things happening (just after labour day doesn't seem to be a great time of year for that) or don't have steam, so was only able to get 1 review from them so far.
Spent the first few days after launch watching/engaging with every bit of content that was made by people about my game, and incorporating that feedback into the first and soon second update. It was a big help getting a couple of reviews from them, though some were streamers that were given keys to cover the game so their reviews don't count towards the score, but still helpful social proof and I feel it encourages others to leave a review.
Right now 1/4 of my reviews are not in English, so I'm definitely thankful that I localized my game as those reviews count towards the score too.
So if you're an indie developer, do what you can to get people to put those reviews in early as it definitely helps with visibility! Has anyone else seen similar bumps at 10, 50, 500 reviews? Also best of luck with all your launches!
Here's the game's page if anyone is interested:
https://store.steampowered.com/app/3721660/Cozy_Crunch/
r/godot • u/giga_idiot_2000 • 17h ago
selfpromo (games) Should my game be free or should I sell it for 2.99$
Game : Solar Sandbox
Context : The game has been in development for 1 year and 9 months it has been stolen(pirate a free game lol) by multiple other websites because of it's success on itch.io and Google Play.
The paid version will have a lot of new features:
Optimization for n-body physics in the range of 10 to 12 times the performance
Improved saving system that allows you to save custom planets with custom systems that allows you make a fully custom system that you can save
Ring formation or a ring added in the planet settings
Improved temp zones for stars
Improved custom object menu
Improved GUI
measurement system for mass, radius, ECT
100 more objects
Better collisions
r/godot • u/Lucky_Credit6070 • 23h ago
selfpromo (games) Im building this new map for my mobile game :> [>50k downloaded]
Inspired by one of Vietnam’s most iconic street foods “Cơm Sườn”
Think smoky grilled pork chop, broken rice, a bit of pickled veggies, and that signature sweet–savory fish sauce drizzle… all packed into the vibe of the map.
discussion I wanna make a Shader Course. Would you like a more artistic-oriented approach?
r/godot • u/fespindola • 7h ago
free plugin/tool I made this free CC0 shader for UI
No registration needed. The package includes a shader that lets you animate the UI and also applies a specular effect. This package is CC0, so use it for your personal and commercial projects https://jettelly.com/game-assets/ui-animation-and-specular Let me know if you have comments!
r/godot • u/Top-Professor-7647 • 18h ago
selfpromo (games) I used Godot's web export to create a hybrid Tower Defense + Action RPG
Hey everyone!
I'm the solo developer of "Minimalist Tower Defence" and I'm incredibly excited (and a little nervous!) to share my first finished Godot project with you all today.
▶️ Play the game here on itch.io! (PC & Mobile Browser)
The core idea was to build a tower defense game where you're not just a spectator. You control a hero who can fight directly alongside the towers you build, earning gold and protecting them from being overwhelmed.
The Godot Experience
This has been a huge learning project for me. As a developer, I was really impressed with a few things in Godot:
- Signals: I learned a ton about using signals to keep the code decoupled. The system for enemies emitting a
died
signal that the player (and scoreboard) could listen to for gold and points felt so clean to implement. - The Scene System: Being able to build the enemy, the player, and each tower in its own self-contained scene made managing the project so much easier than I expected.
- Web Export: I knew I wanted this to be a browser game from the start, and I was genuinely surprised at how straightforward and powerful the web export was. Getting it running on itch.io was a breeze.
Credits
Of course, I couldn't have done it without the amazing assets from the community. A huge thank you to Pixel Frog for the wonderful "Tiny Swords" asset pack.
I'd absolutely love to hear any feedback you have, especially from a developer's perspective. If you notice any performance issues, bugs, or have thoughts on the game feel, please let me know.
Thanks so much for checking it out!
r/godot • u/redfoolsstudio_com • 11h ago
discussion Whats your dream game you have always wanted to create?
As I continue to build my skills as a game developer and game development instructor for Godot I think im finally getting close to being capable to create me dream game.
Since I have always enjoyed indie games and games that do not require a vast amount of compute power all my games I have made fit into those categories. My dream game however will more then likely be a bit more than what im used to but I am finally going to start working on it.
The game I have in mind is a slasher first person battle game. You play as a type of medieval soldier such as a knight, axe man, archer, pikemen etc. But the catch is you spawn in with your own handful of troops that follow you around giving the player the illusion you are in a massive battle only with about only 7 actual human players. This idea I have would still allow me to create a game at an indie level and still not use up too much compute power hopefully 😅
What has been your dream game to create?
r/godot • u/SamMakesCode • 12h ago
selfpromo (games) Would you use a plugin that created procedurally generated objects for your game
Hey all, I've been working on some scripts that'll create procedurally generated objects for my game. The scripts I have so far can create Fences, Walls, Trees and Rocks!
I've been thinking about tidying up the code and bundling them together into a plugin. I guess my questions are:
- What are other objects you'd like to have procedurally generated for your game?
- Would you use a plugin like this? Why? Why not?
r/godot • u/EquivalentAsk74 • 21h ago
free plugin/tool I published my first asset pack
Free assets for your game Link on itch.io : https://amirvamp.itch.io/fearland
r/godot • u/LasNinas • 23h ago
selfpromo (games) [Before/After] 3 months of progress on my game (made with Godot)
Hello everyone,
I've been developing a game inspired by the mechanics of Papers, Please for five months now. I thought it would be interesting to post a before/after visual here. Three months separate these two versions of the game.
Still a long way to go, but it’s motivating to look back at the progress.
r/godot • u/wissah_league • 7h ago
selfpromo (games) Be brutally honest with these animations
https://reddit.com/link/1nc2wk8/video/ylkmwuxav0of1/player
https://reddit.com/link/1nc2wk8/video/07r1f81cv0of1/player
I just figured out Inverse Kinematics with godot so i updated my pet project game with hand models, please rip the animations apart
help me any way to make a shapecast not detect walls, or anything on the other side?
In my project, I wanted the player to be able to pull small objects towards them (like ammo, health, whatever). Unfortunately, since the first collision layer is the only thing the shapecast can detect, it's possible to pull things to you from the other side of things, pulling them through the wall/floor from the other side, even if the player can't see them.
Is there any way to make the shape cast ignore the walls without making the shape cast ignore anything that isn't assigned in a dedicated group? I plan to add occlusion culling later on that won't render anything the player can't see, which may fix my issue, but in the meantime, are there any other options?
(Also I apologize if this is a stupid question, this is my first Godot project)
r/godot • u/TheSeafaringMage • 20h ago
selfpromo (games) Spectral Ice Hand V2
Hi again! After going through your comments, I’ve updated the skill and here’s the improved version:
Changes:
- Single cast is direct, no randomness.
- Leaves a ghostly trail.
- Accelerates and opens when an enemy is near.
- Adds a freezing effect.
- Multiple casts spread in a fan pattern.
Would love to hear your thoughts on this iteration. Thanks for all the feedback.
r/godot • u/EquivalentAsk74 • 19h ago
selfpromo (games) New enemy alert and gun pull out mechanic for my game
Also hard to head shot with procedural arm mechanic .
r/godot • u/ViolinistTemporary • 15h ago
selfpromo (games) The desert boss of my game now dies in style
The final boss of Desert map felt a bit anticlimactic for a while. You'd defeat it and... poof. It was gone. So I decided to give it the proper send-off it deserved.
Now, a detailed sequence kicks in. The camera slowly locks onto the boss, the UI fades, and the boss starts to shake and bleed. All the while, white particles begin to float in the air, spreading from the boss until they envelop the entire screen. When everything goes white, the victory screen appears. It’s a small change, but it makes the victory feel so much bigger and more impactful.
Let me know what you think. Do you prefer big, flashy boss deaths or something more subtle? I’m curious to hear your opinions.
r/godot • u/MostlyMadProductions • 17h ago
free tutorial Celeste-Style Dash in Godot 4.4 [Beginner Tutorial]
[Free Assets] To Follow the Tutorial ► https://www.patreon.com/posts/celeste-style-in-138353055
[Project Files] ► https://www.patreon.com/posts/celeste-style-in-138353073