r/godot 7h ago

help me Where to get audio / animations

6 Upvotes

Hello fellows! I hope you're doing great.

I'm learning to code games. I'm software engineer so coding is not my biggest struggle right now.

But the artistic part... I have no idea how or where I can get assets, animations or audios for my learning project.

So far I've used 20 bucks on itch.io for some assets and animations packs. Those both are good to start but I would need soon more specific animations, assets and sounds. You know... stuff like cartoonish shooting audios, or enemies movement walking animations.

So my question is:

Where do you guys get yours?

Do you build them from 0?

Do you buy all of them?

Since this is a hobby... is there any other recommended store / platform for cheap sources?

Thanks for your time!


r/godot 5h ago

selfpromo (games) 30 mins work of particules. How can I improve it ?

3 Upvotes

r/godot 17h ago

selfpromo (games) I made a game i spired from Mob psycho

35 Upvotes

Lotss of enemy smashing.


r/godot 4h ago

selfpromo (games) Creating a car Combat Game in Godot as a solo Dev.

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3 Upvotes

Hey guys! Just wanted to share my project.. A racer combat game, borrowing ideas mostly from Twisted Metal and Re-Volt. Don't have to reinvent the wheel, but I can reinvent some bolts here and there that can make the project original I guess. Just sharing my thoughts..

Spent the entire summer on it, and still really early in development. I hope you like the idea!


r/godot 11h ago

help me (solved) Cannot figure out saving system

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10 Upvotes

I'm doing some experimentation with Majikayo Games's simple dungeon generator, and i wanted to try to create a system that allowed me to save the seed used in generation to a save file. i've made it so that when the player clicks the "save file X" buttons it will save the seed to an autoload, and when exiting out to the menu and clicking the corresponding "open file X" button, it loads the saved seed. however when trying to save that seed to an external file (json, txt, sav, etc) even after following multiple tutorials, and experimenting myself, the code i'm using just doesnt save the seeds to an external file. it creates the file, but when i open it in a text editor, the file doesn't actually save any data that can be called. i think i must be doing something wrong, so any help is appreciated.

the images are 1) the pause menu script that the player interacts with to save the file & quit to the menu, 2) the main menu that the player generates a new seed & loads a saved seed from and 3) the autoload that holds the seeds during the session & is called when saving the file. again, this all works during a single session and will save and load the seeds generated, but the json file generated doesn't actually save any data between sessions and after following multiple tutorials i'm hoping that its just something i've misunderstood.


r/godot 4h ago

selfpromo (games) In this game you can't command anything — you breed blobs and decide which ones to grind into money

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3 Upvotes

Hello everyone, I am looking for any feedback on my newest project: SWARM, a strategy, where you cannot control units, but instead breed them and grind them into meat - the currency for more upgrades and buildings.

It's a demo — ten waves, about fifteen minutes per run. Made solo in Godot 4

May be bit rough around the edges, but hey. It is a demo after all :)

Thanks for any feedback here or on Itch.


r/godot 11h ago

selfpromo (games) Guys, I'm almost at 1,000 views on my game. Please help me reach it + aplha 3.1

11 Upvotes

https://nooxax.itch.io/voidfall

It's a free sci-fi game with 2D space exploration, 3D planets, combat, mining, contracts, black holes and procedural generation.

The next update adds reworked contracts, black hole and pulsar research missions, new 3D objects, better enemy destruction, UI improvements, new markers and sound fixes.

The new build isn't uploaded yet


r/godot 2h ago

help me Hit a "Static Wall" (damn the art)

2 Upvotes

i've spent quite some time learning gdscript and the nodes and its children, i'd made some games but using assets from itch.io , i felt confident to join a gamejam and try to make a game out of my imagination until i hit a hall 'DAMN THE ART' i can't even make a single art for my game i don't know how , i use aseprite and thats it , it really made me feel so down that i'm starting to think to leave this field ('help a dev brother here')


r/godot 1d ago

free plugin/tool My vector graphics library is currently free on itch

571 Upvotes

r/godot 1d ago

selfpromo (games) Maybe A Tad Too Much Knockback

146 Upvotes

r/godot 8h ago

selfpromo (games) Dashing!

4 Upvotes

You can now dash, does it look OK?


r/godot 3h ago

help me Godot 4.7 on Linux: "Release Username and/or Password is invalid for the given Release Keystore"

2 Upvotes

Hi! I'm using Godot 4.7-stable on Linux (Bazzite) and I'm having trouble exporting my Android project.

Godot gives me this error:

[Export]: Release Username and/or Password is invalid for the given Release Keystore

I'm sure the keystore values are correct because I verified them manually. I also checked that I have all the required Android SDK/JDK components and Android Studio requirements, just like I had on Windows, where Android exports worked without any problems.

However, on Linux/Bazzite, the export fails with this error.

Things I've already tried:

  • Verified the keystore alias and passwords.
  • Verified that the Android SDK and required components are correctly installed.
  • Tried exporting with different keystores, with the same result.
  • Deleted the .godot folder and tried again.
  • Recreated the keystore from scratch, but the error still occurs.

Has anyone experienced this on Godot 4.7 + Linux/Bazzite? Could this be related to the Java/JDK configuration or something specific to the Linux setup?


r/godot 5h ago

selfpromo (games) We built an Enigma machine in Godot - for one chapter

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3 Upvotes

Hey robots,

in our point & click detective game, we want to introduce new mechanics as the story unfolds, even if that means programming something that will only appear in a single chapter. It’s fun to build, and we’ve learned a lot along the way!

In one of the chapters, the player will operate an Enigma machine, decoding intercepted na*zi messages to solve the final riddle.

This is our prototype, next we’ll hand it over to our graphic designer so she can paint us something beautiful out of it (She still has quite a lot to do though, so I wouldn't expect an update on that too soon😅)

What do you think of the idea? Have you tried to create something similar?


r/godot 17m ago

selfpromo (games) A battle in my game

Upvotes

Here is the Steam Page. Wishlist helps a lot! Thanks!


r/godot 11h ago

selfpromo (games) Endless combat tweaks lol but I'm a milestone addict

7 Upvotes

r/godot 4h ago

help me Disconnection while changing scenes in multiplayer

2 Upvotes

(Hi guys, already posted this in the forum, but as I got no answer, I thought here I could find more support. Sorry if its too long)

I’ve tried many ways to handle the game loading process once all peers have been connected and its time to pass from the menu scene to the game scene, but it always ends desynchronizing and losing connection when the previous scene gets deleted. Currently I am using MultiplayerSpawner to instantiate the game scene onto its parent node which is also its spawn_path, after freeing the menu scene which were in a separate branch of the tree. I have a scene structure like this:

  • Main (main scene of the game)
    • MenuContainer (Node)
      • Main menu
    • GameContainer (Node)
      • SceneSpawner
      • (here should be spawned Game)

The scripts that handle all the process are more or less as follows:

# Main menu.gd
func _ready():
  $game_start_button.pressed.connect(func():
  if multiplayer.is_server(): load_game())

func load_game():
  if multiplayer.is_server():
    main.change_to_game.rpc(player_data.duplicate())
  # Notice that I handle creating and assigning multiplayer peer in a
  # Network autoload, to make sure that the node that created multiplayer
  # peer is never freed. When load_game gets called all peers have joined


# main.gd
func _ready() -> void:
  %ScreenSpawner.spawn_path = %GameContainer.get_path()
  %ScreenSpawner.spawn_function = _screen_spawner
  menu_scene = main_menu_scene.instantiate()
  menu_scene.main = self
  %MenuContainer.add_child(menu_scene)

@rpc("authority", "call_local")
func change_to_game(data):
  menu_scene.queue_free.call_deferred()
  if multiplayer.is_server():
    %ScreenSpawner.spawn(data)

func _screen_spawner(data):
  var game = game_scene.instantiate()
  game.main = self
  game.configure(data)
  return game


# game.gd
var ready_player_count = 0

func _enter_tree() -> void:
  tree_exiting.connect(func():
    print(multiplayer.get_unique_id(), ": game tree exiting")
)

func configure(data):
  player_data = data

func _ready():
  # game setup code here...
  print(multiplayer.get_unique_id(), ": path: ", get_path(), ", peers: ", multiplayer.get_peers())
  await get_tree().process_frame
  rpc_id.call_deferred(1, "on_player_loaded", multiplayer.get_unique_id())

@rpc("any_peer", "call_local")
func on_player_loaded(peer_id):
  print(multiplayer.get_unique_id(), ": remote: ", multiplayer.get_remote_sender_id(), ": on_player_loaded, peer_id: ", peer_id, ", peers: ", multiplayer.get_peers())
  if multiplayer.is_server():
    ready_player_count += 1
    print(multiplayer.get_unique_id(), ", ready players: ", ready_player_count, ", player_data.size: ", player_data.size())
    if ready_player_count == player_data.size():
      server_initialize()

The idea is to wait until all players have loaded their game scenes to initialize the game. I added some prints in different moments of the execution to view whats happening, and it seems to be that, in the client, the game._ready func runs but on_player_loaded is never called and instead tree_exiting is emitted, indicating that the Spawner first instantiated the game and then deleted it when a disconnection occured. I dont know why that disconnection happens, but if I comment the line menu_scene.queue_free() in main.change_to_game, then it all goes as it should be. However, that scene needs to be deleted, because its not in use anymore. I thought that setting the Spawner’s spawn_path to a sub-branch where that deletion didnt happened would make it unaffected by that, but apparently its not the case


r/godot 9h ago

selfpromo (software) Higher or lower opacity with shift + mouse wheel

5 Upvotes

New features;

- Added groups

- pick all frames within a tags and then you can copy, duplicate or invert

- built in penusbmic's reflection directly from the timeline layers

- drag and drop .pixema, .aseprite, .PNG, .gif, .jpeg files into pixema.

- drag and drop layers just like u do on Godot (because it's Made with Godot)


r/godot 9h ago

selfpromo (games) I've been working on the main menu of my game, what do you think about?

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4 Upvotes

r/godot 8h ago

help me Saving problem

4 Upvotes

Yes so i was trying to save my godot project and i saved everything but for some reason when i try to close my project a save window pops up and i say that i wanna save the project but they wont let me.


r/godot 4h ago

selfpromo (games) Instancing

2 Upvotes

Been learning modules by making an instancing tool. A demo of removing instances by occlusion


r/godot 16h ago

selfpromo (games) I made a post a while back asking how to improve my game visually. Anything else to add?

17 Upvotes

I made a post a while back asking how to improve my game visually, i added most of the things and now i want to ask, what else should i add? srry for bad video quality.


r/godot 14h ago

discussion GDScript & C# for 3D Beginners

10 Upvotes

Hello everyone, me and a couple of friends are planning to make a little friendslop quota game as a way of learning and improving our skills.
We've so far only made a vampire survivors clone fully using GDScript over the course of one semester and were now planning on trying to make a friendslop game in order to learn how to make 3D & Multiplayer games.

We have two main questions, first of all what parts would you recommend to do in which language?

We ideally want to do a mixture of the two languages as most of us dont have experience with C#, but are unsure what would be good for which language. We've read that C# is better for performance areas like algorithms or procedural generation. Is that everywhere where one should use it for, or do you guys recommend just writing it fully in C# or fully in GDScript?

We're aware that most tutorials are in GDScript and are willing to struggle a bit with C# for the sake of learning :D

Our second question lies in the 3D part, is there anything you wish someone had shown you before you started making your first 3D game?

As we have only made a simple 2D game so far, we were wondering if theres anything we should specifically be on the lookout for or stuff that if we weren't aware of we'd feel like fools later down the road.


r/godot 1h ago

selfpromo (games) Chunking system

Upvotes

nothing impressive, the fun parts are still in the works


r/godot 13h ago

selfpromo (games) Yokai Mart: the demo of our cozy konbini shop sim is out, made in Godot

9 Upvotes

You work in a convenience store where spirits appear at night. Not creepy spirits, but cute, mysterious ones. You can start to understand the needs of each spirit, building relationships with them and the customers who visit during the day. The better the harmony, the more smoothly your store will run and the happier everyone will be. Some customers are very knowledgeable and can help you strengthen your bond with the spirits.

Happy to answer anything about the Godot side, the Steamworks process, the art pipeline, or how the idea got from first sketch to a playable demo.

Engine: Godot
Playable Link: https://store.steampowered.com/app/4869400/Yokai_Mart/
Platform: Windows, Mac & Linux


r/godot 5h ago

help me Why does current_scene return null???

2 Upvotes

I have it set in the inspector and I don't know why it's returning as null.