r/godot
My pretty close (but incomplete) recreation of Super Mario Bros. 1-1 in Godot
You can play it here.
I have been slowly working my way through the 20 Games Challenge to learn Godot and game development. I really love Mario games, so when I got to that part of the challenge I decided to go all out and recreate SMB 1-1 as faithfully as I could. I recreated everything from scratch except the audio (yes, I copied the art pixel by pixel lol). I figured I would learn a lot, and I definitely did. I also gained a new appreciation for these games. There's so much work that goes into them which you don't really think about as a casual player.
I don't know exactly how many hours this took, but I worked on it on around 45 different days between late March and today. I took a lot of breaks and I started to get burned out by the end, so I cut some scope (namely the fire flower and star power) so I could call it complete. The itch.io page goes into more detail regarding what's different or missing.
I definitely didn't need to go this in-depth to learn game development, and maybe I shouldn't have, but right now I'm glad I did. It gave me a lot of confidence and a better understanding of how to break down a game into small problems that can more easily be solved. If you want to learn game development, faithfully recreating a vertical slice of your favorite classic games might be worth giving a shot. Just keep in mind it's all to learn and have fun, so it doesn't need to be perfect.
Just found out you can put 3D objects inside a 2D scene with SubViewports, here's what I got
Just dropped a camera and a 3D object inside a SubViewport, then used that SubViewport as the texture of a Sprite2D. Done, 3D rendered inside a 2D scene.
I'm testing this out in my game, Something Meaningful, a life sim RPG where your consciousness wakes up in a simulated reality after you die.
Steam page if you want to check it out: https://store.steampowered.com/app/4006300/Something_Meaningful/
Loading the scenery in my isometric game
Found a clever way to hide the loading screen hehe
This is from a game I'm developing: https://store.steampowered.com/app/4757120?utm_source=reddit_isometric
My retro horror game with turn-based mechanics is now out: instead of playing helpless survivors, you play as trained agents, but that does not mean it will be a walk in the park!
I made a small plugin for snapping objects directly onto surfaces
I've been working on a small Godot plugin called Surface Snap.
The idea is pretty simple: select an object, hold Alt, and drag it onto a surface, and it will snap directly onto it with the proper alignment.
It was one of those little workflow problems that kept annoying me, so I decided to make a tool for it.
It’s available in the Asset Store directly in the editor, or you can access it through this link: https://store.godotengine.org/asset/adrm00/surface-snap/
Our game Wilddoku-Persona is alive. Thnx everybody who support us.100 free promo-code as new Launch
After a loooong long journey of development, we’re finally happy to share that "Wilddoku-Persona" is now live on Google Play! 🎉 It is ad-free and also playable offline and also online:))
First of all, really thank you to everyone who helped us during the closed test. We really really appreciate their time and feedback. ❤️
If you want we can try tobhelp you out which channels we used during the closed testing process so please feel free to DM us.
A BIG note: the game is paid in general, but as a "Launch Celebration" we have 100 promo-code for the interested people. If you want to play our game, please contact us on DM. As soon as possible we will reply back for the code. First comes, first serve🤗🤗
We know there are already quite a few games of this type on Google Play. (Saw it on linkedin first by the way:)) We tried several of them, almost all of them has a problem of frequency of ads. In many cases, it felt like the ads interrupted the actual gameplay, and most of them didn’t offer an ad-free option.
So we thought: we can cretae ours 😄 We wanted to make it in our way as well:
Every player gets a unique puzzle.
You can choose among 5x5 - 9x9 grids, and the game generates the puzzles automatically. So, with a very, very high probability :)) you won't be playing exactly the same puzzle as someone else, otherwise the random function of godot is broken :))
We also added a new menu called "Persona".
Your ratings gradually shape your difficulty preference. Persona then uses that information to generate random puzzles that try to match your personal difficulty level. So rather than simply choosing Easy -Medium - Hard, the idea is to let the game gradually learn what kind of challenge you enjoy. Anytime you can modify your Persona rating more and more.
And of course, we would love to hear your feedback. That’s probably the most valuable thing we can get at this stage. For example, we gave the grid sizes up to 9x9 and if you think lhigher is better we can consider it. Also in future, if you like it, we can add 2 stars even 3 stars version of it.
Thanks for reading, and thanks again to everyone who supported us during the closed test! ❤️
The hardest tutorial on Godot isn't GDScript... It's marketing.
Send your positive vibes, Steam : https://store.steampowered.com/app/4880870/Debtbound/
i imported GTA San Andreas map in Godot Engine
You need a valid copy of GTA: San Andreas, because it parses the original files, no assets from the game was imported on Godot, and btw i will not publish this because for legal reasons (it is not ilegal, but you know rockstar) and because the code is really bad lol, i will not continue on this because i'm focusing on my racing game so yeah.
Without recording it runs at 200 fps on my GTX 1650 so in a newer graphics card it should be really good
don't sue me rockstar hehe
I made little doves that fly away when you press play
I think my favorite part of gamedev is adding these small things
Fixed comment toggling in 3.x.
Now comments are actually toggled, meaning: any uncommented lines become commented, any commented lines become uncommented.
Empty lines are completely ignored.
The comment symbol is added after any white-space instead of the start of the line.
Comments retain their line-folding capacities.
This is the most overengineered way to port your game on a Switch
I made two arcade cabinets for my local gamedev community and we're swapping the Raspberry Pis for Nintendo Switches - cuz it's easy to find used ones - and so far I've tested it with Godot web exports.
Here's the flow:
- upload Godot web export to itch
- mod your Switch and make it use Emulation Station
- make a script to fetch your build using butler
- run the game in chromium
You'll see in the video v1 of this flow where I got my game Dragon Jump to run.
Could it run smoother? Yes. Is this inefficient? Depends. Considering we want the community to build their own games and be able to test them without doing what I did - I think it's a good compromise for v1.
If anyone is curious about anything in the video or wants to call me a genius - I'll see you in the comments.
🌿 Meet Bridgelands!
Embark on expeditions across mysterious islands, choose your path, battle dangerous creatures, and combine powerful perks to create a new build every run.
Wishlist on Steam!
https://store.steampowered.com/app/3856950/Bridgelands/
A mining incremental game where your only enemy is a dying torch. Playable in itch!
King in the mountain is a incremental minnig game with dwarfs :D
- Trailer King in the Mountain - Official Announcement Trailer - YouTube
- And it can be played King in the Mountain by Dweomer
- Any feedback is welcome, i am active and read all comments thanks.
AI disclosure: No generative ai was used.
Which one looks better?
I'm making a typing game called Monkey Business, and the main mechanic is typing on the typewriter, which one looks better? I can't decide.
The game is publicly playable at https://store.steampowered.com/app/2888940/Monkey_Business/
How do the wind and flight sounds feel? How can I improve them?
I am trying to make good-sounding wind and flight SFX, but it is very hard with just free assets. Wind recordings usually sound just like noise :/ This is also me first attempt at sound design, so it sounds crude. The video contains 6 flights with different maneuvers, scenarios, close calls, etc. How can I am improve this? Thanks for all the feedback! SFX is hard 😅
This is my third post with this prototype and since last time, besides the SFX, I have added snow, grass, flowers, trees, birds (did you spot them? ;)) I have also increased the max speed, because ~220 km/h was boring, now it can fly at ~320 km/h. And there are barrel roll maneuvers. This is my favourite island, but I will show different islands next time, they are procedurally generated and everything on them, including the vegetation, is deterministically generated/carved/build/placed.
The evolution of Grim Heart past the years in one minute.
You can play the demo/wishlist the game here!
Legacy Battle: Ilisia - Alpha Testing Now!
I've spent the better part of this year working on a tactical, tile-based RPG based on Terra Battle (originally by Sakaguchi of Final Fantasy fame) that shut down in 2020. Terra Battle was a tactical, grid-based RPG where players slide and swap character units into positions to pincer enemies and trigger skills and combos.
I initially started building off of another fan project genso-battle. My goal was to stay as close to the original game as possible in terms of UI and gameplay, while implementing new game modes, and creating an open framework.
That means I will provide my story and characters with my game (Legacy Battle: Ilisia), but you can create and play your OWN game packs, load your own characters/enemies/skills etc. And the game is very easy to mod, I've provided an addon framework for you to add your own elements to existing game packs. Ideally I would like to get to a stage where we can share game packs on a place like Steam Workshop.
I am currently looking for interested Alpha-Testers! Join the Discord if you are interested. The art and story are still a WIP while I keep working on gameplay, but you can play the first 5 chapters. I still have a lot of work to do for VFX and audio, currently using placeholder CC0 assets by the legendary Duelyst project. Also featuring Characters by guest artists such as u/AdamEmmStuff 🎉
Do you see any other characters you recognize? 👀
Need feedback on game feel / code structure
Heya! I've been working on this draft of a game for a couple days, and I truly see some potential. This is, I think, the furthest I've gotten for a project (most of them get abandoned), so I want to fuel the motivation with some of your feedback/critique. What did you like? What didn't you like? What can improve UX/game feel? All your suggestions will be heard.
Also, in the code structure feedback, one of the biggest reasons I've abandoned a lot of projects was making everything the "Godot" way (using StateMachines, ECS, etc). Even though I understand the importance of them, I think it just burns down my spark. The only "Godot" thing I've added to this project was a single-scene structure. I have GameHolder, which contains the game itself, MusicHolder for BGM, and DataHolder for character data. Even though I like the use of GameHolder and MusicHolder, I don't know how to setup the DataHolder properly. I don't like using it every time I need to deal damage or something, especially when there will be multiple party members (which are stored there, too). Also, I am still used to adding CanvasLayers left and right (which the menu works on). I don't want to go full ECS (it will take a ton of time). I just need a bit better / more efficient way to organize things.
So, I'm waiting to hear your thoughts!