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.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

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Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 2 years ago
MODERATORS
851
 
 

A quick reminder what I’m all about 😊

Hi I’m Phil Strahl, hobbyist game dev, artist, & video creator. I love the #LudumDare game jam, #GameMaker @yoyogames (I’m also new to #Godot @godot) and making video documentaries of my struggles on YouTube; I also stream on twitch.tv/PixelProphecy.

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I'm just getting into godot 4 for the first time and am looking for content I can read/watch/listen to while not at my computer.

Who do you follow for godot tips, tricks and tutorials? Any youtubers/blogs/podcasts you recommend?

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Terrain3D, Memento Mei, conq.io, Shockbot, Turing Complete, Echoes, They Don’t Sleep, Canvas of Kings, Farm Keeper, Espiocracy

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Cyberway (ggbot.itch.io)
submitted 2 years ago by abc@lemmus.org to c/godot@programming.dev
 
 

Cyberway is an endless driving game made with Godot. It is available for free on Itch.io. Try the game and enjoy the aesthetics!

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A new batch of backported fixes for Godot 4.0 is ready for testing! Even if you aren't able to move to Godot 4.1 just yet, we can't leave you without support and improvements.

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I have two positions, my cameras, and one from an object. I want to be able to move the camera smoothly from on position to the other. Since the positions are always different, animation players don't work(as far as I know).

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Godot 4.0 broke web exports without a webpage having certain headers(over my head content), but sites like itch have those things. I believe the explanation was because of having mulit-threaded support in the engine.

I have held off upgrading from 3.5 because my games I publish on my simple github page and that change on 4.0 would not work on my github page.

There was rumor of providing a single threaded web mode in future releases(4.1 was mentioned), but don't know if this happened. I check release notes every few months but haven't seen if this change has been made.

Are web exports fixed for godot now?

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We are ready to share the first batch of improvements coming to Godot 4.2 later this year with the release of the first dev snapshot!

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While the forums are down, I have spawned an instance in a 3D world and would like to execute a function one the instance when I click it with my mouse. How would I do that?

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We are happy to announce that we are going to be hosting the 2023 GodotCon in Munich, Germany.

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I started to work a lot with low res textures and "clever" uv mapping for creating 3d models in my game and was frustrated by manually editing my texture atlas after editing one texture.

So I created this small tool to automatically create the texture atlas from a set of given low res textures. Next step would be to make this callable from command line without the GUI.

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I'm making a game that takes heavy inspiration from Zelda games like Ocarina of Time, Wind Waker, and Twlight princess, i.e. OoT-lineage Zelda as opposed to BotW & TotK and games that stem from Link to the Past. It's not a fan game, of course, but if you like OoT/MM/WW/TP/SS, then you'll (hopefully) like my game.

One central aspect to nail is the camera system these games use. There's some variation, so I've picked one to "clone." I'm basing this camera off of Wind Waker's. It has a default mode where Link runs around the camera with left and right and pushes/pulls the camera with up and down. If you wait long enough, the camera will move to be behind him, and of course there's a Z-targeting mode that will force the camera to move behind him and let him strafe. Finally, there's a free camera mode that works like the camera in a lot of modern third person games.

In terms of movement, there's walking and running, but jumping is relegated to hopping across short gaps in these games, and I've implemented that system as well.

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submitted 2 years ago* (last edited 2 years ago) by Ti_Ka@lemmy.blahaj.zone to c/godot@programming.dev
 
 

As in, for any two Transform3D objects A and B i might encounter does Godot (4.1) always return A * B == B * A as true? Alternatively is it approximately commutative, ie (A * B).is_equal_approx(B * A), in case there are situations where floating point imprecision messes the exact equality up.

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Hello!

I made a PR to the Godot website, to include a card to this community. But they won't merge it for now unfortunately. We have to proof the longevity and spirit of the community.

So be nice and active :D

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Crown Gambit, The Isolated Town, Time Handlers, The Last Root, The Mirror, Rixas, Fair and Square, Out For Delivery, Dreaming Diorama, Planetary Life

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I'll be working on my first game jam game, courtesy of my friends' brilliant ideas.

I usually stay out of them because I never could come up with any mechanics, but I asked my non game dev friends and they supplied me with some stuff to bound ideas off of.

I'm excited to use Godot because of how quickly prototyping can be done, and my idea is no more than a prototype really.

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On Windows: Open a command prompt, and type:

adb shell

Then,

adb logcat | grep godot

On Mac/Linux:
Open a terminal, and type:

adb logcat | grep godot

This will show your console in realtime. To exit, just press CTRL + C.

I've seen some people say to use the appname, like your.app.name.
If you use just your appname, you will get info about your app, but you won't get any print statements. Because print statements are only prefixed with "godot" and not your app name for some reason.
What I do is try to include "godot" in my appname, so that I get the best of both worlds.
The appname is in Export > Options > Package > Unique Name

EDIT:
You can debug Android Godot apps inside the Godot Editor just like normal Godot games by checking:
Debug > Deploy with Remote Debug
Next time you run the project on your Android device, print statements and other info will show up in the Godot Editor.

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It's finally here! The wait for Godot 4.2 begins...

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