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founded 1 year ago
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401
 
 

Casey Yano, one of the devs at MegaCrit (Slay the Spire devs) just released a blog post on his initial impressions for Godot after exploring it with their 3-week jam game Dancing Duelists

TextMeshPro is phenomenal though. I miss it. Please, just let me vertically center my auto-sizing min/max set font text into a clean rectangle.

I feel this. Still upset there's no toggle to vertically center text. I also generally agree that sprite/texture atlases more complicated to use than they should be. The rest of the blog post is pretty positive and insightful, it's a good read.

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I have a min and max position of an object and I want to represent an arbitrary point between them as a float between 0.0 and 1.0. This feels relatively basic math, but I can't quite figure out what I need to do with this. Is there a special name for this sort of thing? Also, are there any built-in methods that would be useful for this?

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cross-posted from: https://programming.dev/post/4250703

A devlog on switching from Unity to Godot and then to Bevy.

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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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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 continue 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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