r/godot • • 6d ago

official - releases Dev snapshot: Godot 4.8 beta 1

Thumbnail
godotengine.org
257 Upvotes

Godot 4.8 enters beta!


r/godot • • 11h ago

selfpromo (software) My 4 massive Godot courses built with zero AI

Post image
1.4k Upvotes

Hey everyone. I have put my heart and soul into creating these courses with NO AI just pure human to human teaching and over 150 hours of content.

Here is a quick breakdown of what is covered in each individual course:

Godot Game Dev Beginner Course If you have never touched a game engine before, this is your ultimate starting point. You will dive into the core fundamentals of Godot 4 and GDScript by building practical, fully functional 2D games completely from scratch. You will learn how to navigate the editor, manage nodes, handle player input, and bring your very first indie game ideas to life with zero prior coding experience.

Godot Game Dev Intermediate Course If you are ready to move past the basics and build some seriously cool mechanics, this project-based powerhouse takes your skills to the next level. You will architect three complete games: an Idle Tavern Simulator with custom economies, a Procedural Dungeon Mining RPG with infinite layouts, and a strategic Tower Defense game featuring smooth pathfinding. It is all about clean architecture and scalable systems you can use in your own commercial projects.

Godot Game Dev Advanced Course This track is designed to push Godot to its absolute limits by tackling heavy-duty architectural hurdles, complex gameplay mechanics, optimization techniques, and professional design patterns. If you are an experienced creator looking to master high-end workflows and build rock-solid systems under the hood, this course will get you there.

Godot 30 Games in 30 Days Course If you want to explode your portfolio with a ton of variety in no time, you can take on the ultimate high-intensity rapid prototyping challenge. You will build 30 unique 2D mini-games in 30 days, ranging from arcade action to brain-bending puzzle logic. This challenge forces rapid problem-solving and gives you total mastery over Godot's 2D toolkit with full source code included for every single project.

If you want to check them out, I have gathered all the details and access pages in a single YouTube post right here: https://m.youtube.com/post/Ugkx0mAGrrwJ_ujppZ08KjS_bqSCCMC6Hv9y


r/godot • • 3h ago

selfpromo (games) I'm making a Zelda-like in Godot!

Thumbnail
gallery
60 Upvotes

Have been learning Godot for a while now and have been making good progress on a Zelda-like game - just got the first dungeon playable start to finish, and a working day/night cycle :) (no AI btw)


r/godot • • 1h ago

discussion Massive Shoutout to the Godot Foundation!

• Upvotes

The incredible development team at Godot Foundation has given us such an impressive open-source game engine over the past decade and longer now.

Godot is such an approachable tool for beginner game developers to scratch the itch.

I have donated a couple of times, but I plan to donate more frequently as my game releases to continue that support.

If you are financially able, feel free to head over to https://godotengine.org/donate/


r/godot • • 12h ago

free plugin/tool I promised more shapes for my Godot CSG plugin: spiral stairs, arches, curved walls and wedges

178 Upvotes

A couple of weeks ago I posted CSG Blockout 3.0, my free plugin for blocking out levels with Godot's built-in CSG nodes. In the comments I promised more primitives, so 3.1 adds four of them. The Play From Here test character can also walk up stairs now.

New shapes

  • Wedge. A box with one sloped face: ramps, roof halves, angled walls.
  • Arch. A wall piece with an arched opening. The opening has its own arrows for height and width, and becomes a flatter elliptical arch when it's lower than half its width.
  • Curved wall. A wall bent around a vertical axis. Drag the arrow on its end to sweep it around, all the way to a closed ring.
  • Spiral stairs. One turn or several (for towers), with floating steps or filled down to the floor, clockwise or counterclockwise. The Inspector warns when the steps are uncomfortable to climb or the turn above is too low to walk under.

Like the other shapes, they come from the palette or the pie menu, snap to the grid and join the CSG tree you place them on. You can drag their faces with the arrows or type exact sizes into their dimension labels (for the curved wall and the spiral stairs, only the height).

The test character walks up stairs

Play From Here used to stop at the first step of any staircase. Now it walks up and down steps as high as max_step_height (0.3 m by default), a new player metric. Stairs warn when their steps are higher than that, so the warning and the character go by the same number, just like the jump check and the jump. It only steps up on the ground, so jumps are unchanged.

Still just Godot nodes

Underneath, the wedge, arch and curved wall are plain CSGPolygon3D nodes, and the spiral stairs are a CSGMesh3D, with their shape saved in the scene. To check, I removed the plugin's scripts from a saved scene and opened it again: all four shapes came back exactly the same.

Some Godot things I learned along the way

  • Stairs with a capsule CharacterBody3D. The capsule's rounded bottom touches each step's edge at a slope steeper than floor_max_angle. So going up, move_and_slide() treats every step as a wall, and going down it lets go of the floor and the character hops down each step. What worked for me: when a move on the ground hits something too steep, cast a ray just past the contact point, and if there's walkable ground no higher than the step height, lift the body onto it and make the move there. Going down, if there's walkable ground within the step height under the body's center, settle the body onto it instead of letting it fall.
  • CSGPolygon3D profiles built in code. If your u/tool script builds the polygon from its own properties, Godot's polygon point editor still shows up when you select the node, and points dragged there get overwritten on the next rebuild. Overriding _is_editable_3d_polygon() to return false hides it (you need u/warning_ignore("native_method_override") on it).
  • CSGMesh3D needs a closed, consistently wound mesh (Godot's front faces are clockwise). Since 4.4, CSG runs on the Manifold library. When one wall segment of my spiral stairs had flipped faces at the 360° seam, the CSG result just came out empty.
  • Arch collision. A single convex hull fills the doorway, so when you freeze an arch with per-primitive collision, it's split into convex pieces: two jambs plus one piece per arc segment. Spiral stairs get one piece per step.

Next

Next up are trigger volumes and better collision options, the other two things I promised. Which triggers do you actually use when you block out a level? Spawn points, kill zones, checkpoints, camera zones, something else?

Godot 4.6+, free and MIT licensed.


r/godot • • 15h ago

discussion Added bioluminescence to my Ellems!

269 Upvotes

Really pleased how this turned out.. Still a little bit hungry on the GPU, but pretty sure it can be optimized. The bioluminescence is drawn from the base fur colour, with a bit of genetic hue shifting allowed, but with guard rails so that it stays within predefined limits. Blue Ellems looks just as cute!


r/godot • • 16h ago

selfpromo (games) Free Demo: Top-Down Destruction Roguelite made in Godot

209 Upvotes

You're an armored bulldozer against a whole town who is out to get you, from the local police to the National Guard. Lots of destruction and explosions.

It would mean the world to me if you tried it. Thanks!


r/godot • • 1h ago

selfpromo (games) A little RTS game ive been working on called P.E.S.T

• Upvotes

The video shows how the cones work, what gets a crawler seen, and how the scientists respond. All of the art is hand-drawn pixel art. It’s an early prototype and a lot will change.


r/godot • • 9h ago

selfpromo (games) Demo we need feedback =D

54 Upvotes

We got our demo out on Steam with online!!!! Yep, perfect timing, just not in time for the Steam Fest haha.

Some of you might have seen our itch.io demo; I still need to update it tomorrow; I am too tired now haha.

We hope to get some feedback on the online; we are polishing the split-screen aspect still; we will update it tomorrow, we hope.

Any feedback is welcome!

Steam demo: https://store.steampowered.com/app/5392630/MALMORT_Demo/


r/godot • • 21h ago

selfpromo (games) Finally got ship to ship combat working.

385 Upvotes

r/godot • • 8h ago

selfpromo (games) I made DOOM-style limb dismemberment effects in Godot for my game.

Thumbnail
gallery
33 Upvotes

Godot is a fantastic game engine, and I’ll keep using it to develop my game.I set up two models: a complete one and a damaged one. When the character gets hit, I instantly switch between them and also spawn the broken fragments with physics applied.


r/godot • • 1h ago

selfpromo (games) my first Godot project!

• Upvotes

Hello everyone! i wanted to share some progress on this small project i am working on, i had drawn some HK Silksong fan art a while back, so thought it'd be fun to use it for some parallax. I have very little experience in game dev coming from Unity with C#, and since the moment i picked up Godot i gotta say it has literally become the Blender for game dev for me. I am quite impressed by how easy gdscript is to learn. and not to mention the copious amounts of quality of life! anyway, hoping to do some cool stuff soon, wish me luck!


r/godot • • 2h ago

selfpromo (games) made a small but big change to my game!

9 Upvotes

previously the animations would break and leave ghost tiles around if the player moved in a quick succession. the gridded tile is supposed to break when the player turns on it.

with the new system, the animations are instantly finished if the player moves while the animations are still playing so the player can move as fast as they want!


r/godot • • 6h ago

free tutorial Godot Essentials – Cinematic Scene Transitions & Camera Movement using the AnimationPlayer

Thumbnail
youtu.be
15 Upvotes

Want to make your 2D game feel more alive with smooth scene transitions, cinematic camera movement, and cutscenes?

This is one of our older tutorials, but it turned out to be quite popular with viewers, so I thought it might be worth sharing here as well!

In this episode of Godot Essentials for 2D Games, we explore how to connect multiple maps and use the AnimationPlayer to create more dynamic and cinematic moments.

What we'll build:

  • Smooth transitions between different maps
  • A global scene manager to handle scene changes
  • Custom player spawn positions for each scene
  • Multiple cameras with adjustable boundaries
  • Fade-in and fade-out effects using AnimationPlayer
  • A transition into a turn-based battle
  • A small cinematic cutscene with animated camera movement

The goal is to understand how these systems work together, so you can reuse them in your own RPG, adventure game, or other 2D project.

This tutorial is also part of our Godot Essentials series, where we break down individual game development mechanics and explain how to implement them step by step.

If you're looking for a more structured learning path, our Godot 4 RPG Tutorial Series takes you through building a complete 2D RPG, connecting all these mechanics into one playable game.

Watch the Godot Essentials tutorials:
youtube.com/playlist

Explore the RPG Tutorial Series:
youtube.com/playlist

I'd love to hear your thoughts!

How do you handle scene transitions and cutscenes in your projects? Do you prefer using AnimationPlayer, Tweens, or another approach?

And if you're still learning Godot, which of these systems would you like to explore in more detail?


r/godot • • 11h ago

selfpromo (games) Cassette Beasts 2002 Showcase

Thumbnail
youtu.be
31 Upvotes

Hey, Cassette Beasts dev here! We've released a 8~ minute long showcase video showing off some of the features and gameplay in our upcoming sequel to the first CB game, Cassette Beasts 2002. We hope it's informative for people familiar with the series and for first-timers who have no idea about Cassette Beasts.

The game is made in Godot 4 with console ports in the works, online multiplayer and crossplay.... it's very ambitious! Since this is a dev-focused subreddit I am happy to answer any questions you might have about the development of the game.


r/godot • • 10h ago

selfpromo (games) After 2 years I've finally released my game's demo, where you can care and collect cute little guys!

26 Upvotes

I just released my first game’s demo for Marimomo!

I want to welcome new players to the world of Marimomo, where you can care and collect momos each day, and have them by your side as a desktop overlay. This game was made with Godot by HUMAN hands!! Marimomo’s demo features 30 other momos to discover, and 50 decor items to unlock. This little project of mine has taken 2 years, nine beta testers, two months of playtesting and bug fixing, and a whole cast of amazingly talented creatives that have helped make this game the best version it can possibly be. Any feedback and reviews are deeply appreciated 💚

🌱 Steam: https://store.steampowered.com/app/5109980/Marimomo_Demo/?beta=0 🌱 Itch: https://guavagarnet.itch.io/marimomo-demo 🌱 Trailer: https://youtu.be/zHl8zLRKbbY?si=ALGelzPEsSZp1W7h

Thank you so much for everyone who has followed, shared, and waited for the demo so eagerly! I don’t think I would’ve persisted in getting my first little game out unless it had others who wanted to play it just as much as I have. I deeply appreciate your patience, and I hope you enjoy this small slice of the full game! 💚


r/godot • • 10h ago

selfpromo (games) Just entered the "worst" game jam

Thumbnail
gallery
28 Upvotes

made this for a “worst game” jam (https://itch.io/jam/your-worst-ideas). you do grandma’s chores (shoot shoppers, climb a giant scratching post, fight a librarian who goes SHHH) and every now and then she gives you advice that actually comes true. W goes backwards, floor is lava, your head’s upside down, all at once sometimes.

art is watermarked google images and all the sounds are me with my mouth lol

play it here https://raspberry-pip-games.itch.io/grandmas-to-do-list


r/godot • • 7h ago

looking for team (unpaid) Want a godot learning partner

12 Upvotes

I wanna learn godot but lwk want a friend who is also interested in learning together and helping each other even make games and do game jams


r/godot • • 1d ago

selfpromo (games) When all the features of your game come together

297 Upvotes

Finally got all the systems of my game behaving nicely with each other long enough to record this clip. So happy with how it came out I made it the intro of the trailer.

Wishlist for the demo next week, game can be found here: https://store.steampowered.com/app/5410080/The_Shrink_Gun_Game/


r/godot • • 7h ago

help me How can I call a method and dynamically add its required arguments?

Post image
9 Upvotes

Context: I created a Resource with a goal to be able to seek and call methods from other nodes (like on x thing happen, call this y method), in order to not have to manually add the code for each time I want it to happen. I was also able to make an array of the required arguments that the caller has, but I came to a roadblock when I try to pass arguments to the method. If one method has one required argument, but another has like three.

I was thinking of somehow making the code a string, which has the method's arguments placed inside (like in the screencap), but I dont know how to make it run. Anyone knows how to solve this?


r/godot • • 1h ago

selfpromo (games) My first trailer for Impenetrable, a voxel city-builder / tower defense game made in Godot 4

• Upvotes

Hi all! Impenetrable is a voxel city-builder / tower defense I’ve been building in Godot 4. By day you gather supplies, farm and build walls and towers; at night the horde comes and your towers, traps and villagers have to defend your Town Hall - if it falls, it's game over.

Steam page if you’d like to wishlist: https://store.steampowered.com/app/5438150/Impenetrable/
Music: “Tension – Tension Music” by MondaMusic (Pixabay)

Happy to answer any questions!


r/godot • • 4h ago

selfpromo (games) Am I going the right way with my little RTS?

5 Upvotes

I'm making a cozy, but hectic, RTS, Wave Defense, City Builder, Colony Sim, Roguelike game!

What do you guys think of it so far? 

You are a Bee colony trying to fend off enemy bugs. You can get perma or temp upgrades in game and have to survive all waves and Special events(Corruption) to win! :)

Inspired by several HEX and RTS games like Dorfromantik and They are Billions.

PS: This is a very pre alpha footage subject to TONS of polish and changes later on!

All suggestions to content are welcome!

And for you who HAVE released games on Steam and want to share your do's and dont's ? I'd love to hear from you=)


r/godot • • 3h ago

help me What are the Godot logo fonts?

4 Upvotes

Specifically these two fonts


r/godot • • 1d ago

selfpromo (games) I finally started working in my game

171 Upvotes

Well, actually, I started like 6 months ago, but I wanted to start sharing some progress, progressively... xd

Here I just wanted to showcase the movement and cut-out animations (pixel art animation is way too hard lol). It also shows the most basic weapon I added

I want my game to be just a local multiplayer couch game. I want to keep it simple, but the idea is simple: deathmathc free-for-all, the first one to get X points wins, one map per match

I know, by the look of it, it doesn't seem like a lot, but I spent 70% of the time learning (Godot & Pixel art, I already know how to code), and recently I started making more progress that I'll share as time goes on


r/godot • • 1d ago

discussion AI assisted/generated games don't belong on this subreddit

1.5k Upvotes

AI assisted games are flooding Steam and now flooding reddit with low quality slop. There are already subs specifically for these types of games and content so there is no reason to let them flood this subreddit as well. Human made games and human game dev activity are what defined this community and what I believe gives it value and AI usage in any form directly detracts from that. Reason being AI users are actively avoiding learning how to make games and in doing so also avoiding making games themselves. So we must ask ourselves: do we want to let our community become diluted by people disinterested in the activity that defines it? LLMs don't need game engines after all, humans do.

Furthermore machines that can solve millennium prize problems are not "just tools". They are smarter than you and the Works these machines create for you can be appreciated elsewhere like r/aigamedev.

thoughts?