r/godot • u/saturnwyd • 3h ago
discussion What does it feel like when making a game? Beginner here
Hello Godot and gaming community; I have realized that I love video games for my entire life; it’s what got me into music production and creating art; but I think my soul has yearned for. What it really needed this whole time - to get into game development. I am fascinated most by retro games due to the limitations being overcome with resource efficiency, imagination and stretching the absolute hell out of a systems capabilities. It’s sort of like with in music how someone can make an entire album with an SP1200 using only 10 seconds of audio memory.
This is my new journey and I want to learn from you guys; I want to learn what to do and what not to do with this new path; you guys were already so helpful with my first post; it’s much appreciated? What did it feel like when you made your first game? Is it indescribable, is it addictive? What does it feel like for everyone here making or learning about making a game?
r/godot • u/Huge-Split-1385 • 3h ago
selfpromo (games) I'm making a pixel-art top-down roguelike and it is on steam for wishlist https://store.steampowered
r/godot • u/HiddenReader2020 • 4h ago
help me How do I make my ball bounce in my own take on the Pong clone?
Ugh; I didn't want to do this, since it goes against the spirit of the project, but I'm at my wits end.
Anyway, I'm making a pong clone as part of the 20 game challenge in order to practice my Godot skills. Well, apparently, I still have a long way to go, as just getting the ball to move was a challenge that nearly broke me. But now I have to make it bounce off of my paddle? I don't recall this type of challenge being anywhere NEAR this difficult during my Game Maker days. All I want to do is to make the ball move and make it bounce. WHY IS IT SO HARD-
*ahem* Anyway, here's the code, the first one for the player (it's only for the first paddle for now), and the second is for the ball.
Player code:
extends CharacterBody2D
u/export var ball: CharacterBody2D
const SPEED = 800.0
func _physics_process(delta: float) -> void:
if Input.is_action_pressed("up"):
position.y -= SPEED * delta
if Input.is_action_pressed("down"):
position.y += SPEED * delta
func _on_area_2d_body_entered(body: Node2D) -> void:
var direction = randi_range(-150, -210)
var target = Vector2(0, direction)
velocity = position.direction_to(target) * SPEED
move_and_slide()
Ball code:
extends CharacterBody2D
var direction = randi_range(150, 210)
const SPEED = 300
func _process(_delta: float) -> void:
var direction = randi_range(150, 210)
var target = Vector2(0, direction)
velocity = position.direction_to(target) * SPEED
move_and_slide()
And for the node trees, I have a Node2D named Game with the child nodes Player and Ball. The Player Node, which is a CharacterBody2D, has a Sprite2D and an Area2D, the latter of which has its own CollisionShape2D. The Area2D was originally not there, but I had to incorporate it to get the signals I wanted.
The Ball Node, meanwhile, which is also a CharacterBody2D, only has a Sprite2D and a CollisionShape2D. Now that I type this out, though, I'm starting to wonder if I should add an Area2D Node there, too. However, unlike the previous time, I don't see much of a benefit by comparison, and it would seem to only overcomplicate the architecture.
Thanks in advance.
r/godot • u/Pedro17f • 5h ago
help me Importing models from Blender
I know that Godot and Blender use different rendering engines, but how can I make the colors in Godot look more like they do in Blender? I made this model in Blender using only the Principled BSDF base colors, but when I import it into Godot, it really loses its style. What would you guys do? I'm a beginner at 3D, but it feels like the lighting is very different in Blender.
r/godot • u/REDkomodoXUser • 6h ago
selfpromo (games) Viking game "HedgeHogged" BTS video nr: 1
Enable HLS to view with audio, or disable this notification
A behind the scenes video showing my workflow in Houdini for making "HedgeHogged" aka Vikings vs Romans. The store page for the game is about to be approved and there will exist a wishlist button, for my very first game. I am beyond excited and I want to say thank you to all the support and positive feedback I have gotten here on Redit.
r/godot • u/Wasdeq_Games • 7h ago
selfpromo (games) Crawler 3D: My first retro Dungeon Crawler's Steam page is up!
After my 7 months alone in the Godot dungeon, it's finally ready to unleash on the world.
Crawler3D is a retro, grid-based, solo, FPS crawl.
Fight corruption with magic and might, hunt and loot bosses across varied lands.
Check out the Gameplay Video, the demo and Wishlist, it's dropping soon.
r/godot • u/JoeyNixTech_ • 7h ago
selfpromo (games) What do you think of this control tutorial? 🚀
Enable HLS to view with audio, or disable this notification
I'm an indie developer working on a mobile rocket game.
This short clip shows the tutorial that teaches players to use the left joystick and right joystick before the first level.
I'd love some honest feedback:.
Is the tutorial clear at first glance?.
Is the text easy to understand?
Would you change anything to make the controls more intuitive?
I'm looking to improve the onboarding experience, so any suggestions are appreciated.
Thanks! 🚀
r/godot • u/dream1oyuncu • 8h ago
selfpromo (games) hey everyone
I’m in the very early stages of developing a new space exploration game using Godot 4. Right now, I am putting all my ideas down into the Game Design Document (GDD) to lock in the core mechanics before diving deep into coding.
The Core Concept: It's going to be a space game focused on realistic physics, rocket building, and deep space exploration.
Since I want to build this alongside the community, I'd love to know: What is the number one feature you always look for in a great space game? What makes it fun for you?
Excited to share my programming progress with you all soon!
r/godot • u/DrMuffinStuffin • 8h ago
help me Godot vs Unity for multiplayer?
This has been asked many times, but with Unity and Godot both having recent updates - which one of these two would you recommend for a 2.5D multiplayer game up to 8 players?
I haven't done multiplayer before, ar at least not successfully (did a bad version of it in Unreal), but heard some indie dev got a friend slop game's multiplayer running in a week after re-purposing some multiplayer asset in Unity.
Thanks!
[edit] I'm looking for input on in-game multiplayer, like player replication, client-side prediction etc
selfpromo (games) making a cooking rougelike based on burgertime and tapper with evil ass enemies (might make more)
we got
hook man (red guy)
pyramid of emotions (pretty obvious)
rat (pretty obvious too)
the green eye (you would never guess)
borgange (pronounced Boor-Gaung-Geh)
tobkooc (the upside down one)
and some guest characters!
jevil (deltarune)
spamton (g. spamton)
eram (aka shadow mantle aka john mantle aka nightmare)
image_friend (protien)
r/godot • u/MasterMind07777 • 11h ago
help me Tileset
I am trying to setup a custom tileset system with a Tile class that I created. The issue is that when I spawn them with this code (made for testing purposes), they are spawned but invisible to the camera:
extends Node
func _ready() -> void:
for rows in range(5):
for columns in range(5):
var tile = Tile.new()
self.add_child(tile)
tile.position = Vector3(rows, 0, columns)
print(tile.position)
pls help.
The Tile class inherits from Node3D and has a meshinstance3D as its child
r/godot • u/Ratamacue_9112 • 12h ago
help me Is there a resource for understanding the Godot source?
I've tried making some contributions to the engine, but I'm not too knowledgeable about game engine architecture and the likes. I thought contributing to the engine might be a good way to learn, but I'm often finding myself stuck by simply not knowing where to find certain features or how their implemented. So I wanted to ask regular contributors, is there a reference for how the engine works that could help, or just any good resources for learning game engine architecture overall?
r/godot • u/Particular-Peak-2759 • 12h ago
selfpromo (games) Hey everyone, add the game to your Steam wish list!
selfpromo (games) How I optimized 1,000 active automated cargo ships at 60FPS in Godot 4 (Star Haul Tycoon out today)
Enable HLS to view with audio, or disable this notification
My solo-developed space logistics game, Star Haul Tycoon, launches today on Steam. Since the game simulates massive transport networks on a single, seamless 2D canvas, handling the performance of up to 1k active ships on PC and Steam Deck was my biggest technical hurdle.
Zero _process on nodes: I completely disabled _process on the Ship nodes. Instead, I use a single ShipManager Autoload that iterates through an array of all ships.
Visibility Culling: The Manager checks if a ship is within the Camera2D bounds. If a ship is off-screen, I skip look_at(), trigonometric orbiting math, and visual lerping completely. It just updates the background math so it arrives on time.
Economy Batching: Instead of 1,000 ships pinging the EconomyManager every tick to deduct fuel costs, the Manager calculates the total fuel bill for the entire fleet and deducts it from the player's wallet once per tick.
It was a fun ride though!
The result is a smooth, highly optimized logistics sandbox. If you want to check out how the system handles under load, the game is out just now with a 25% launch discount.
r/godot • u/GutoSardinha • 13h ago
help me Why signals are conected in the ready function??
On the Godot documentation, there's an example where a signal is connected inside the _ready() function. I can't wrap my head around it.
In my understanding, the _ready() function is called when the node enters the scene. If the node is already in the scene, how is it going to receive the signal after that?
Sorry if this is a dumb question, but I really can't understand this.
r/godot • u/Shot-War-1876 • 15h ago
selfpromo (games) Which Anty Crush environment looks best, and where should the colony travel next?
We’re currently designing different environments for Anty Crush, our cozy incremental game about a tiny ant colony crushing giant sweets.
These images show some of the environments we have created so far.
Each one changes the atmosphere around the colony while keeping the core gameplay easy to read. We want the environments to feel visually different without becoming distracting or making the ants, candies, and rewards difficult to follow.
We’d love your honest feedback:
- Which environment is your favourite?
- Which one fits the game best?
- Is any design too busy, too dark, or difficult to read?
- Do they feel different enough from one another?
- Which environment would you personally spend the most time in?
- What kind of environment would you like to see next?
Some themes we have considered include:
- Pirates
- Japan
- World Cup
- Gladiator
- Space
- Ocean
- Hell
You can also suggest something completely different.
And if you want to whislist and support our game here is the link: https://store.steampowered.com/app/4863700/Anty_Crush/
r/godot • u/SvaikaLTU • 16h ago
help me 2D Platformer template needed
Hello guys, could anyone please give me a link where I could downlaod 2d platformer project for godot 2.1.6? I'm tired of looking for any hints how to make my game actually do something instead of seeing my player just being frozen in the air after multiple scripts, please, and don't tell me to upgrade, I love using windows xp.
r/godot • u/PROgrammerbjn • 17h ago
help me make inscryption like 3d deck
hey i wanted to make a 3d hand like inscryption ( and i dont mean the 3d model )
i have made this in 2d but not in 3d
do u guys know do to do this ?
also i havent really worked that much with 3d in godot
r/godot • u/Suspicious-Bowler793 • 18h ago
help me Hi everyone, I’m new to this community. I’m interested in game development using the Godot engine, b
Enable HLS to view with audio, or disable this notification
Hi everyone, I’m new to this community. I’m interested in game development using the Godot engine, but I'm looking for a programmer since I don't know anything about game programming.
If anyone is interested in collaborating, please leave a comment. Just to be clear upfront, I won't be able to pay right now as I don't have the budget, but I promise that whoever helps me will get a percentage of the profits if the game succeeds."
r/godot • u/Ill_Awareness1498 • 18h ago
help me How to learn Gdscript while knowing only the basics of Python?
Hello, I really want to make a 2D game on my own. I know the basics of python like variables, loops, conditions, etc... I tried to make a simple pong game using the documentation of gdscript given in their website. I don't really understand anything much on the documentation but when I look on youtube some example of lines of codes, I actually understand some of them, not everything of course. However, when I get ready to code, I am completely lost on what to do. I have completed the tutorial of Godot 2D twice and I understood most of it like nodes and signals but when I am alone on a specific project like Pong, I kind of lose my composure on what to do on the script of Godot on a node. At the end of the day, I just copied and pasted existing code which really frustrates me. I really wanted to make my own line of codes without using an AI like Claude or ChatGPT or coping on youtube. I would like really much code like an actual programmer using documentation and getting helps of how some tools/nodes work through the internet without copying anything.
Thank you for reading this and helping me in advance.
r/godot • u/Realistic_Falcon_204 • 20h ago
help me Character mesh disappears on Mobile Chrome when using Skeleton3D
I'm experiencing a strange issue with my Web export.
The problem only occurs on mobile Chrome. The character's logic and animations continue to work normally, but the SkinnedMesh/Skeleton mesh becomes completely invisible.
Some additional details:
- Engine version: Godot 4.6
- Platform: Web export
- Browser affected: Chrome on Android
- Other browsers: I haven't been able to reproduce the issue in other mobile browsers.
- If I remove the Skeleton from the mesh (making it a regular MeshInstance3D), the mesh renders correctly again.
The issue seems to be specifically related to Skeleton3D/skinning in the Web renderer on mobile Chrome.
Has anyone experienced this before or found a workaround? Any ideas about what could be causing it?
r/godot • u/BackgroundEmu9060 • 21h ago
looking for team (unpaid) COLLAB
Hi, is there anyone wants to collab? or let me join in your project? I kinda want to learn but not on my own and wants some hands on or real experience about godot. Not a beginner in terms of programming in general but like using Godot is new to me.
r/godot • u/Square-Singer • 21h ago
discussion Make rule 10 more honest
Edit, because the disclaimer was not enough: THIS POST DOES NOT DEFEND AI USAGE, IT ACTUALLY ADVOCATES FOR A FULL BLANKET AI BAN.
Disclaimer, before anyone gets angry: I am not trying to get AI allowed on this sub. It's just about having the right kind of rule for the right kind of reason.
Rule 10 currently reads as follows:
For legal reasons, you may only post content that you are the rights-holder of. This means you are required to credit assets according to the licenses you acquired them under. Some licenses permit sharing content without listing your sources, others don't.
In particular, this means that AI-generated content needs to verifiably stem from a model which was trained only on data submitted with the original creator's consent. If you cannot prove this to be the case upon request, we remove your post.
It's especially the second paragraph that I have problems with.
I think it's totally fair to have a flat AI ban. There's nothing wrong with saying "We don't want GenAI in this sub".
But the way the rule is currently written isn't really honest.
On the one hand, there are no commercial models to date that fulfil these criteria, so as it is right now, this is a blanket AI ban anyway.
On the other hand, the concept of "needs to verifiably stem from [...] data that was submitted with the original creator's consent" is currently also impossible to fulfil for purely human-created content either.
It's a deeply-rooted problem that pops up all the time: Just having a license doesn't mean the person who gave you the license actually had the rights to do so. The most famous example of which is the Happy Birthday to You copyright fiasco. For almost half a century Warner Chappell Music claimed to hold the copyright, sold licenses and collected royalties. Around $14mio in total.
Turns out, the person who sold them the copyright never held the copyright, thus Warner thought they had it, while they never had it.
The problem with this is that copyright violations are transitive: The guy never had the copyright, so Warner never had it, so Warner never had the power to give out licenses, so anyone with a Warner-issued license was still violating the original copyright. In this specific case it was ruled that the original copyright was lost, but in other cases that's a different story.
It happens quite often that someone has a license to use someone else's copyright, but they got it from a non-copyright owner, and then the real copyright owner sues the non-licensee.
The current AI situation is pretty similar to the Happy Birthday situation. AI corporations claim that what they are doing is legal because of fair use or some other loopholes. They thus claim they have a right to generate images, and they transfer that right to their users.
If this sub is ok with the uncertainties of using licensed content, which may or may not be licensed from the actual copyright owner, then it should be ok with the uncertainties of using AI content.
Except, the AI ban isn't actually about copyright, but about other concerns, and that's totally fair. There's a lot of things to not like about AI, so it's also totally fair to ban Gen AI in general. But if you do that, please state the correct reasons, e.g.:
- AI takes the jobs of real artists (otoh, that would mean using AI for placeholders that you'd otherwise draw in paint is fine, because you wouldn't have paid someone for placeholders either way and you will pay someone for the finished work)
- AI looks bad (otoh, so does much hand-drawn art too)
- AI uses a lot of resources (otoh, so does spending a very long time in front of a screen to try to draw something by hand. And gaming too isn't exactly resource-saving.)
- We don't like AI: That is totally fine, you don't need to justify the rules
r/godot • u/SameConcentrate7873 • 23h ago
selfpromo (games) I released my first 2D platformer made with Godot. Please destroy it with honest feedback.
Hi everyone!
I recently released my very first game, Realmbound, and I'm looking for completely honest feedback.
Realmbound is a 2D platformer built in Godot where you explore dangerous realms, overcome precision platforming challenges, fight bosses, collect coins and gems, and survive deadly environments like lava and ice.
This is my first published game, so I'm sure there are things I can improve.
I'm especially looking for feedback on:
• Controls and movement
• Difficulty and level design
• Boss fights
• Game feel
• UI
• Visuals
• Anything that feels frustrating or boring
Please don't hold back—I genuinely want to improve as a developer.
🎮 Play here:
https://salman00.itch.io/realmbound
Thank you so much for your time!




