Godot

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Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

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Wormhole

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founded 2 years ago
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701
 
 

I have a simple GUI app I made in 4.0.3 and I have tried upgrading it to 4.1 but there always seems to be a scene that it says is corrupted. I have tried the upgrade a couple times and there's always one scene that doesn't work but the others will sometimes work and sometimes not.

Fixes I've tried:

  • Deleting .godot directory before upgrading/re-importing
  • Manually removing references to external resources that caused errors (textures) in the scene file
  • Re-importing textures

Any other ideas would be appreciated. It's not detrimental but I'd really like to make use of the exported Arrays of custom types.

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Crown Gambit, The Isolated Town, Time Handlers, The Last Root, The Mirror, Rixas, Fair and Square, Out For Delivery, Dreaming Diorama, Planetary Life

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GMTK 2023 godot games (norodix.itch.io)
submitted 2 years ago* (last edited 2 years ago) by [email protected] to c/[email protected]
 
 

I participated in the gmtk game jam this year. Obviously using godot. My favourite engine by far.

I didn't take it very seriously this year. I had to do most of the models alone too, so I just made a silly joke game.

If you participated too comment your game, I'd be happy to try some godot games!

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I'll be working on my first game jam game, courtesy of my friends' brilliant ideas.

I usually stay out of them because I never could come up with any mechanics, but I asked my non game dev friends and they supplied me with some stuff to bound ideas off of.

I'm excited to use Godot because of how quickly prototyping can be done, and my idea is no more than a prototype really.

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On Windows: Open a command prompt, and type:

adb shell

Then,

adb logcat | grep godot

On Mac/Linux:
Open a terminal, and type:

adb logcat | grep godot

This will show your console in realtime. To exit, just press CTRL + C.

I've seen some people say to use the appname, like your.app.name.
If you use just your appname, you will get info about your app, but you won't get any print statements. Because print statements are only prefixed with "godot" and not your app name for some reason.
What I do is try to include "godot" in my appname, so that I get the best of both worlds.
The appname is in Export > Options > Package > Unique Name

EDIT:
You can debug Android Godot apps inside the Godot Editor just like normal Godot games by checking:
Debug > Deploy with Remote Debug
Next time you run the project on your Android device, print statements and other info will show up in the Godot Editor.

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Welcome to the weekly discussion! This is place where you can chat about anything that may not deserve its own post

Hopefully last one I make manually before I get my bots back up

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I am happy to announce that Rider supports more autocompletion types for Godot. We have implemented NodePath and input action completion in the godot-support Plugin.

GIF

Important


This features is only available for Rider 2023.2 which is in the early access program (EAP) right now.

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It's finally here! The wait for Godot 4.2 begins...

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I have an addon for Godot 3 and I'd like to update it to work on Godot 4 without losing compatibility with Godot 3, I've done this in Unity using defined symbos (with #if UNITY_X_Y_OR_NEWER) I haven't found a way to do this, anyone have any idea?

710
 
 

According to Akien, this will be the final release candidate if there are no sudden major issues! Prepare to pop champagne!

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A game my brother and I are working on, made in godot.

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So far (outside of somehow adding it into Godot via C++ myself) this doesn't seem possible but wanted to ask to see if i maybe missed something.

The most i could find was this issue and a couple of related ones.

My specific use case would be for drawing bullet holes onto meshes (via decals). Ideally also being able to determine the texture used on the faces of the meshes that are intersected (to determine an appropriate decal to use).

Having everything that is possible to hit duplicated as a static body or area seems excessive to me. Since the only data required for ray intersection should be the transform of the meshes faces/edges/vertices etc which i would think are already contained in the mesh itself?

Failing being able to make intersecting a ray with meshes work i will probably try experimenting with using areas. They seem the lowest performance cost out of all the options the existing ray cast can detect. I would still end up with most of the games geometry being duplicated though, once as actual meshes and once as collisions for all the areas.

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

Hi everyone, first time posting here. I was going to go to Discord but thought it's better to ask somewhere that can turn up on search engines for future confused game devs.

I've got a parameterised signal listener like this:

func _on_movement_to_exit_complete(character: Node2D):
	var f = func():
		print("_on_movement_to_exit_complete: "+str(character))
		var dungeon_tilemap: TileMap = dungeon_control.get_current_dungeon_tilemap()
		var party = dungeon_tilemap.get_node("Party")
		var initial_party = dungeon_control.get_parent().get_node("InitialParty")

		party.remove_child(character)
		initial_party.add_child(character)

		if party.get_child_count() == 0:
			for party_member in initial_party.get_children():
				var tilemap_movement: TilemapMovement = party_member.get_node("TilemapMovement")
				print("Disconnecting movement finished listener for "+str(party_member))
				tilemap_movement.disconnect("movement_finished", _on_movement_to_exit_complete(character))

			load_next_level()

	return f

Basically, if all the party members have exited the level (and been removed from the 'party' node) I want to disconnect this movement_finished signal from _on_movement_to_exit_complete. But when I try this I get an error:

E 0:00:07:0777   GameControl.gd:80 @ <anonymous lambda>(): Disconnecting nonexistent signal 'movement_finished', callable: <anonymous lambda>(lambda).
  <C++ Error>    Condition "!s->slot_map.has(*p_callable.get_base_comparator())" is true.
  <C++ Source>   core/object/object.cpp:1331 @ _disconnect()
  <Stack Trace>  GameControl.gd:80 @ <anonymous lambda>()
                 TilemapMovement.gd:23 @ _on_animation_finished()

Why doesn't it think movement_finished exists? Is there something wrong with disconnecting signals from inside their listeners? And is there another way of doing this? (Maybe something like a signal that fires once then disconnects?)

This is in Godot 4 by the way.

Also, is there a way to make the posting box wider in the programming.dev web frontend? It's really hard to work with pasted code here!

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Welcome to Showcase Sunday!

Are you making anything in Godot? Feel free to discuss it below or show off your progress!

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hello again, also i still cant really code....

Im not sure where to start becasue im more visaul learner so when i see godot's docs my brain exploids but that might be the only way. im not even sure if i should use godot and i recently got rpg maker 2003 from steam but i have yet to use it becasue im a bit intimidated. so how should one learn godot and which version should a beginner use? also shoudl i post a game if it stinks or should i wait to get better?

also if you have any tips for rpg maker also let em know.

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

Landnama, Voidspike, Lingo, Memortal, Chillquarium, Crawlscape, Too Many Sheep, Blank Relish, SpaceshipWrecked, Somnipathy

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Using Aseprite with Godot (gamefromscratch.com)
submitted 2 years ago* (last edited 2 years ago) by [email protected] to c/[email protected]
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