Request in godot
How add a new scene in my main scene with code in Godot I try use add_child but it not work
How add a new scene in my main scene with code in Godot I try use add_child but it not work
I recently came across a meme that someone made about a year ago. The joke was basically that in other engine communities you ask for a solution and people reply, "Here's an asset—it's only $15." But in the Godot community, someone says, "I made a plugin," and uploads it to GitHub for free with the full source code available.
That meme made me realize that this is honestly how the Godot community feels to me.
In many other engine communities, useful assets, plugins, or tools are often sold. And there's absolutely nothing wrong with that—people invest their time and deserve to be paid for their work.
But with Godot, I keep seeing something different.
Someone creates an amazing plugin and simply uploads it to GitHub for free. The entire source code is open. Then someone else fixes bugs, another person adds features, and someone else improves the documentation. People contribute not because they have to, but because they genuinely want to help each other.
Because of that, the community doesn't just feel like a group of people using the same engine. It feels like a big family. There's a real sense of collaboration, openness, and wanting everyone to succeed.
I'm not saying other engine communities don't have generous people—they absolutely do.
But Godot is where I truly got to experience the real spirit of open source. People share their code not because they have to, but because they genuinely want to create something useful for others. Here, open source feels like much more than just a license—it's a culture.
So thank you to everyone who shares their time, knowledge, and code. You're a huge part of what makes this community so special.
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I can make free low-poly 3D models for your game as a way to practice modeling.
If you need anything, leave a comment below with details and I will try to create your model. Finished models will be shared publicly unless I can get your email in some way.
You are free to use these models in anyway as long as you give credit.
A few notes:
I can't guarantee I will be able to complete every request
All models are lowpoly, simple, and have a minimal style.
Feedback is totally welcome :)
For a better model and a higher chance of me completing your request, submit your request here: https://forms.gle/bgKNouKxUCuN6fsS7
Thank you for reading
¡Hola a todos! 👋
Estoy realizando una encuesta para mi tesis sobre el desarrollo de videojuegos indie y los factores que influyen al elegir un motor de videojuegos, especialmente desde el punto de vista de la viabilidad económica y el uso de motores open source como Godot.
La encuesta es completamente anónima, tarda aproximadamente 5 minutos y puede responderla cualquier persona que desarrolle videojuegos o esté aprendiendo, sin importar el motor que utilice.
Si pudieran dedicarme unos minutos para responderla, me ayudarían muchísimo con mi investigación. ¡Se los agradecería de verdad! 🙏
I wanted to use Godot's built in script encryption, but every time I looked into it I ended up going through the same process:
It works, but it felt like way too much effort just to use a feature Godot already supports.
So I built godot-secure-templater.
It's a small CLI that automates the whole workflow. It will:
One thing that was important to me is that it's completely self contained. Everything gets installed inside your project, so there's no messing with your system Python, SCons, MinGW or environment variables. If you don't want it anymore, just delete the .gst folder and it's gone.
The goal is to make encrypted exports as simple as:
gst create
instead of spending ages setting up a build environment.
Right now it's very much an MVP (v0.1.1), but it already works for Windows projects. The roadmap includes proper CI support, build caching, parallel compilation, and a plugin based architecture so Linux and Web exports can be added first, with support for other platforms as plugins later on.
I'd really appreciate any feedback, especially from anyone who's had to compile Godot export templates manually before. Have I solved the annoying part, or is there something else you'd want a tool like this to do?
Yo r/elestanque fam,
I've been obsessed with the show since it came out and decided to make a game about it — you play as one frog trying to survive 30 days, manage sanity, build alliances, create drama for the audience, and win the million while slowly uncovering the mad doctor's evil experiment.It's a mix of social strategy, survival, Wario-style mini-games, and roguelike progression with deep Frog AI, meaningful choices, and branching stories.I'm handling creative direction and design, but I need someone who knows Godot 4 (GDScript) to help bring it to life, i have already started programming it with Grok Build (im vibe coding this b right now).
This is a pure passion project — no budget, no pay, just frogs and chaos. If you're a fan of the show and want to build something fun with another obsessed fan, hit me up. DM or comment if you're interested. Let's make the pond proud.(also its going to be made with AI so if you dont like that then move on o7)
All free for you to use, NOW in the Godot asset store, version 4.7
https://store.godotengine.org/asset/not-caricola/dot-savemanager/
An addon (plugin) for Godot 4.x that registers a Global Singleton (autoload) named DOT_save to simplify persistent data storage using Resources (.tres).
Full documentation in GitHub.
Im new to godot and just started learning and working on this lil project, ive noticed when i move my animatedsprite2d my collisionshape2d does not follow it like it should.
https://reddit.com/link/1ulrgmu/video/00onhp9e7vah1/player
i havent found anyone with this issue and i keep running into it and its pretty annoying, does anyone know how to fix this? Thanks
¡Hola a todos! Soy Mateo, tengo 16 años y soy un desarrollador uruguayo. Vengo a compartirles el progreso de mi juego, Pixel Ball Xenoverse, un proyecto hecho con mucho cariño sobre Dragon Ball.
Actualmente estoy trabajando en la versión 0.2 en TurboWarp, a la cual le he dedicado mucho esfuerzo:
Aunque no tengo una fecha exacta de lanzamiento, la experiencia me ha llevado a un punto de inflexión. Siento las limitaciones de TurboWarp para lo que quiero lograr y, para ser más eficiente y profesional, tengo la idea de migrar el proyecto a Godot una vez termine esta versión 0.2.
Mi dilema: Toda mi vida he trabajado con lógica basada en bloques (tipo Scratch). No tengo experiencia escribiendo código tradicional, pero mi objetivo es crear una experiencia a la altura de lo que este anime "Dragon Ball" significa para mí y para muchos/as otros/as. Sé que con un motor más potente puedo llevar Pixel Ball Xenoverse al siguiente nivel.
Mis dudas para la comunidad:
Mi meta es seguir adelante con este proyecto y aprender todo lo necesario. Agradecería muchísimo cualquier consejo, guía o crítica constructiva que tengan para darme. ¡Muchas gracias por leer y les dejo algunas capturas del desarrollo! :b
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I'm developing a mobile fantasy RPG and I'm looking for programmers with Godot Engine experience to join the project.
We already have programmers and 3D artists actively working on the project, and we're looking to expand the team. Brazilian programmers are especially welcome!
If you enjoy making games, love fantasy RPGs, and want to be part of a passionate indie project, feel free to reach out!
PORTFOLIO: This is my first project and I don't have any kind of portfolio.
(I do have one, but it's on Google Drive and I can't show it, so DM me :D)
Voici le lien : https://phonix-cool.itch.io/shader-pack
J'ai crée un shader car j'en avais marre de payer 10 dollars pour un shader pack , iles 100% gratuit
il y a :
Toon shader
Toon shader avec des lignes noirs
Dot Shader style ps1
Glass shader
Merci de vos retours!