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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
  • Pest Apocalypse
  • Tempus Bound
  • Path of Achra
  • Croakoloco
  • TDark Souls Concept
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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]

I've started the CGF some years ago to learn Godot and to provide something to the community. I even made a few FOSS games with it.

Sadly my work with my other FOSS projects and the fediverse doesn't give me enough time to keep it up to date and to migrate it to Godot 4 and since the engine is picking up a ton of speed, I think it's a shame people have to keep rediscovering the card game wheel.

I know a lot of people avoid it due to the AGPL3 license, so I am thinking of switching to an MIT license instead in the hopes that others will help carry the torch until I find time to circle back to it. There's always pitfalls with MIT of course, such as some company trying to enclose it and sell it as a service, but perhaps peer pressure would be enough of a deterrent at this time.

Anyway. Just opening this up for discussion.

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submitted 2 months ago by [email protected] to c/[email protected]

A small gamejam game I made with Godot. Playable in the browser, let me know what you think!

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submitted 2 months ago by [email protected] to c/[email protected]

I have tried myself at using Expressions for quickly throwing together some simple functionality right in the editor, without opening the script editor. I just export an array of Strings. But apparently assignment is not allowed in these expressions! Method calls are fine, but assignment doesn't seem to be okay. Here is what this looks like:

The method calls actually work perfectly fine here, but the assignments (with = in the line) do not seem to work. It seems to complain about there missing another = even though it is already there. Does someone have an idea on why this might happen?

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
  • Chordioid
  • Free Stars: Children of Infinity
  • Would You Still Love Me If I Was A Worm
  • Immersive Home
  • They Came From Dimension X
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submitted 2 months ago by [email protected] to c/[email protected]

Hi everyone! Do you remember the video about detecting edges using the Sobel operator, which we enhanced by using Gaussian blur? One of the drawbacks of Gaussian blur is that it's somewhat computationally intensive, which can pose some performance issues for our game if we want to apply such an effect in real-time. In this video, I will demonstrate a much faster way to blur our sprite or the entire screen.

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submitted 2 months ago by [email protected] to c/[email protected]

Child Polygon2Ds of a nav mesh by default act as obstacles, so the nav mesh avoids them. However, I just want to use the Polygon2D as the source for the nav region and remain its own node so I can do stuff like, modulate it when the player hovers over it with their cursor.

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submitted 2 months ago by [email protected] to c/[email protected]

An interesting project I quickly threw together after finding out that Godot can call javascript's "eval" function. You can really do anything with this engine.

Source code here: https://gitlab.com/Sockman/godot-checkbox-renderer

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submitted 2 months ago by [email protected] to c/[email protected]
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submitted 2 months ago by [email protected] to c/[email protected]
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submitted 2 months ago by [email protected] to c/[email protected]

Hello there, I'm Emi from the Godot Foundation. Someone from this community made a PR long time ago about adding the lemmy community card. I'm wondering if there is someone willing to take over the PR so we can add you as a community supported community: https://github.com/godotengine/godot-website/pull/662

I would really like to see more activity in platforms that are not as closed as Reddit, so it is nice to see programming.dev hosting such discussions.

Anyway, just wanted to say hi :)

Cheers!

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submitted 2 months ago by [email protected] to c/[email protected]

TL;DR:

  • 2D physics interpolation: Should heavily reduce jitter and make the game smoother on higher refresh rates!

  • TileMap layers are now separate nodes: Each layer is now its own node. This is huge because it means it's easier to manage, easier to iterate over, and each layer can have its own settings and move separately.

  • Option for checking for engine updates automatically

  • Reverse Z for the depth buffer: They made a blog post about this a few days ago.

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
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True beauty (programming.dev)
submitted 2 months ago by [email protected] to c/[email protected]
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How it feels (programming.dev)
submitted 2 months ago by [email protected] to c/[email protected]
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submitted 2 months ago by [email protected] to c/[email protected]

In this video, I will demonstrate how we can easily insert 3D models or complete 3D scenes into the environment of our 2D game in Godot 4. Let's see how this is done using the SubViewport node.

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submitted 2 months ago by [email protected] to c/[email protected]
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submitted 2 months ago by [email protected] to c/[email protected]
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submitted 2 months ago by [email protected] to c/[email protected]

Is there any way to run a given string at runtime? I have tried to write something like this by creating a new node and attaching a new script to it, and I have gotten this far:

var new_node:Node = Node.new()
add_child(new_node)
var new_script:GDScript = GDScript.new()
new_script.source_code = "extends Node\nfunc run():\n\t" + script_to_execute
print(new_script.source_code)
new_node.set_script(new_script)
pressed.connect(new_node.call.bind("run"))

This gets an error (but not a crash) when hitting that last line:

emit_signalp: Error calling from signal 'pressed' to callable: 'Node::call': Method not found.

This is pretty weird, as a Node should always have access to the method "call". Does someone have an idea on how to solve this / their own idea on how to implement runtime code editing and executing?

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]

Before the humble bundle came out, I bought the GameDev.tv "complete" Godot course - I had a good early bird discount since I've used them for Unity.

Over the past few years, I have completed the 2D, 3D, and several of the RPG intermediate courses for unity as well as a Blender course so was super excited for this new one!

And then was super disappointed.

I start with the 2D course every time and this one was...hollow. Super empty. Maybe a quarter of the content as the Unity course with a lot of basic things missing and some really bad practice promoted. I did the whole course on 1.25x speed and still had to skip through a lot of waffle.

I'm now doing courses for free on Youtube and have learnt far, far more.

It really is a shame as I'm a fan of GameDev.tv, but they really missed the mark with the Godot offering.

EDIT: clarity

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submitted 2 months ago by [email protected] to c/[email protected]

A surprise to be sure, but a welcome one. Very excited to have another YouTube juggernaut in the open source ring!

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submitted 2 months ago by [email protected] to c/[email protected]
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submitted 2 months ago by [email protected] to c/[email protected]
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submitted 2 months ago by [email protected] to c/[email protected]

Thought people might be interested. I'm tempted to get the shaders course which is the only one in the $1 tier.

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]

Great fixes here. I've been looking forward to some of the fixes like Camera2D's frame delay and code completion improvements.

Oh and they finally fixed the profiler which was bugged and didn't report your worst-performing scripts.

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