As the Northern Hemisphere’s days get shorter and colder, we get closer to our much anticipated feature freeze. Dev 5 is jam-packed with new features and enhancements as contributors try to finish off their big contributions before we hit the feature freeze and Beta 1 shortly after. As a reminder, feature freeze is the period where we stop merging anything except for bug fixes as we shift our focus to polishing the existing code in preparation for release. We plan on entering our feature freeze on December 3 and only releasing one more dev snapshot before entering the Beta phase.
Godot now supports Vulkan foveated rendering on Android, Application SpaceWarp, DirectX 12, and OpenXR render models, and can build a universal OpenXR APK.
A simple GDExtension Terrain heightmap editor. This used to be only C# addon but now works with all languages. I tried this when it was C# addon and it was amazing tool and great to see it available for gdscript as well.
Like how Half-life 2 (etc.?) used a font for weapon icons. I'm guessing TF2 and CSGO (smart way to easily use it wherever supports text). Though it's difficult finding info on this without info about basic text instead.
Godot Fest in Munich just ended, and it was a blast. There were numerous great talks, and you can already see most of them on the media site of the Chaos Computer Club, as they were providing the recording infrastructure and team.
In short, I want to begin a hobby project on making a collection of offline games to pass the time with no nagging advertisements or micro transactions.
With our first dev snapshot out of the way, the 4.6 development cycle is no longer constraining itself to the territory of bugfixes. Many long-awaited features and enhancements are seeing the light of day at long last, as this behemoth of a snapshot boasts over 300 improvements in all! This blog post will aim to highlight the heavy-hitters to the best of its ability, but the sheer number of changes may warrant users to check the interactive changelog for a more thorough dive. With new features comes the potential of new bugs, so early testing and reporting will be essential to catching regressions as quickly as possible.
I have been working on this as a side project for a number of years. It is still very basic and rough, but slightly more than a tech demo. I spent the majority of the summer creating 9 tracks, trying to showcase and put to use some of the environment tools I've created for myself over the years. If you are into racing games you might enjoy a few laps. I'd love any feedback.
My friend released a cozy card game as their studio's first game. Highly recommend to anyone who likes card game like Slay the Spire. This game was made with Godot!
I'm making a game where there are many Area2Ds of different countries, but I want to know the size of each country to calculate their surrender limit (bigger countries take longer to surrender, for example).
It's been a really long time since I've made a tutorial video. I would appreciate some constructive criticism. Also, sorry about the audio. I recorded it outside and didn't notice the wind noise.
My new book is out! 618 pages of tutorials, code, images, and insights about game development in Godot 4. During the first week, the discount code 20INTRO is active.
https://filiprachunek.gumroad.com/l/advanced-game-development
I am making a game similar to something like HOI4 with the differentiating factor being that it is situated during the Cold War, with power dynamics of both the Americans and Soviets vying for dominance while the non-aligned movement tries to balance on the fence between the two superpowers.
This RC2 fixes the last of the critical regressions that we are aware of. Unless someone reports a new regression coming from the changes made in RC1 or RC2, we should be on track to release 4.5 stable soon.
After a bit of searching, I found that the best way to create an Area2d using a map was the built in function to create CollisionPolygon2Ds hidden in the "Sprite2D" tab. Took a bit of looking around to find that. After doing that, I grouped relevant territories together into Area2Ds (e.g. Australia + Tasmania, most of the Indonesia islands).
Now the realms of each Anemoi use different unique tilesets which I think turned out really well! For Boreas, the north winter wind, it is cold and snowy (snow particles tbd) with warm lamps and glowing ice blocks. For Zephyrus and Notus, it is warm and grassy with colourful flowers and bushes that emanate light. The first level is the realm of Prometheus and has a nice red carpet and has a collection of books, chairs, and desks. Classroom-like as it is the tutorial level.
I'm trying to make a game situated during the Cold War in a style a bit like HOI4, but instead of fighting with divisions and doing stuff like encirclements, it's turn by turn like Pokemon, and there would be more of a focus on unrealistic scenarios over historical.
Hello, as the title says, I am very new to Godot.
I just finished following the 2D Game Tutorial, and I have a question on this part: https://github.com/godotengine/godot-demo-projects/blob/bf4d1038d623c355f3b49e613a2c9b686eebb312/2d/dodge_the_creeps/main.gd#L44
I hope they got all the regressions now, this has been the longest beta period of any version yet. I really want 4.5 to release so I can upgrade my project already!
Hi, I've been playing around with Godot to learn some game development skills, but I've run into a problem. I'm trying to display some 2d "cards" on the screen, and their texture is being generated by a shader. However, each card looks exactly the same, where I'd like some variation between the cards.
I am trying to Implement multiplayer into my relativly empty project but for some reason the player that joins doesnt get a camera assigned and cant walk/move their camera, I followid this tutorial: https://www.youtube.com/watch?v=G28bNlgICJg but it doesn’t seem to work properly.
I am using a MultiplayerSpawner and MultiplayerSynchronizer
I'm using godot-rust bindings to provide some additional functionality to my codebase. I wrote methods associated with a struct that I would like to use in my game and made a few unit tests to ensure that they're working correctly. After godotifying my struct with attributes described in Hello World section of the godot-rust book I got a slew of errors, some of which are about initialization of the struct in test functions. After clearing them all and executing MyClass:new_alloc() at the beginning of a test function the compiler complains that Godot engine is not available. I hit a roadblock because I don't know how to execute tests in Godot environment. Changing #[test] to #[itest] makes the code compile but that's because it executes 0 tests; from what I see itest is meant for developing godot-rust anyway. What is the preferred way of unit testing godot-rust code?
I'm mostly concerned about if I'm understanding how Godot does things. I'm coming from Love2D and so messing a lot with the GUI has been a new workflow for me completely. Please disregard the absolute mess that my code is, I'm trying to get through things quickly and not necessarily cleanly. Also, I know I don't need to add 'pass' all the time, I just like the pink visual cue that my function is over, sorta like Lua lol.
I'm new to Godot and I'd like to make a game with 2d isometric graphics. There are lots of tutorials on using tilesets, but every one I've seen so far uses one image per one tile (even if they're put together in one large spritesheet) like so:
Hi all, I've made some more progress on my game about the 12 Greek Olympian gods! If you didn't know, this is a game where the player (a humble little duck) has to traverse the realms of the gods by solving puzzles and platforming. The aim is to help Prometheus (the Titan who stole fire from the gods) find each god and take their power for the humans (e.g. mastery of the seas from Poseidon). The first part will be on Dionysus, the god of wine.
I recently noticed video about the SpacetimeDB and how it is used for the backend of Bitcraft. I got interested in that and noticed that it has (unofficial) Godot support. Have anyone tried to use this (or SpacetimeDB in general)?
real reasons why people DON'T use opensource:- bugs in apps with no community on irc/discord/matrix/xmpp to ask about (yes, i talk about you @libreoffice )- assholes in communities if such exist (yes i talk about archlinux and @godot )- enshittification and slowly going back to not being opensource (yes i talk about @mozilla )- and if all of the above combined it just creates resistance against opensource
Hi all, I'm making a game where you, the player, is tasked by Prometheus, the Titan who stole fire from the gods, to "steal fire" from the 12 Greek Olympian gods. First stage will be on Dionysus, the god of wine and ecstasy.