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Hopefully the title is self-explanatory but some more details:

  • game is in isometric perspective with the camera locked to the player but from a significant distance away, creating high likelihood of obstructions by the level and decorations occuring
  • I want the player to see their character's vision and not have these obstructions block the player's view.

One way to achieve this might be to use raycasts from the character to hide objects (like walls or buildings) if they collide with an object on the opposite side to the camera. A slight problem there is if buildings have interiors then the rays wouldn't necessarily hit all relevant objects. Sometimes both the interior and exterior of the building would need to visible.

I've seen a few videos on stencil buffers but my understanding is that this might not apply, but I will admit to not understanding them well. Any help appreciated for this newbie to game dev.

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cursed godot error (www.youtube.com)

had to change how parent component is checked

still not sure what caused this

discord: https://discord.gg/WFwUXe6Em8
stoat: https://stt.gg/6T7e7yb7

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submitted 4 days ago by testman@lemmy.ml to c/godot@programming.dev
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Hi everyone! Let’s create a shader that looks like a simple radar, which can be useful for many types of games. It will be entirely generated using lines and other primitive shapes, and we’ll add some animation to it as well.

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Just a demo of 3 test cases within the prototype. A more streamlined model is possible.

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submitted 1 week ago* (last edited 1 week ago) by Fizz@lemmy.nz to c/godot@programming.dev

Edit: ah i was reading an old doc because the reddit comment I saw was 6 years old. The property is get_property_list()

I have a script that is a global it contains a bunch of dictionaries that describe items. I need a way to get a list of the different types.

Searching for solutions I found https://docs.godotengine.org/en/3.2/classes/class_script.html#class-script-method-get-script-property-list

but I cant seem to get it working. Godot says "Function "get_script_property_list()" not found in base self"

Example of the what im trying to get a list of

var tile_dict_grass = {
	"name": "grass",
	"source": 1,
	"atlas": Vector2i(1,0),
	"move_speed": 0.80,
	"path_cost": 2,
	"fertility": 1,
	"cleanliness": 1.5,
	"flammability": 0.60,
	"build_categories": "all",
	"solid": false
}
var tile_dict_rich_soil = {
	"name": "rich soil",
	"source": 1,
	"atlas": Vector2i(1,0),
	"move_speed": 0.80,
	"path_cost": 2,
	"fertility": 1.4,
	"cleanliness": -1.0,
	"flammability": 0.0,
	"build_categories": "all",
	"solid": false
}

How im trying to get it.

func get_tile_dict():
	var property_list = self.get_script_property_list()
	var tile_list = []
	for attr in dir(self):
		if attr.startswith('tile_dict'):
			value = getattr(self, attr)
			tile_list.append(value)
	return tile_list
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Godot JRPG (godotengine.org)
submitted 1 week ago by cm0002@lemy.lol to c/godot@programming.dev

Godot JRPG is a framework for building 2D JRPGs (Japanese Role Playing Games) in Godot game engine, inspired by RPG Maker.

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Hi everyone! I think it’s time for another post-processing effect that we can apply to the entire screen or a selected element. This time, we’ll recreate the look of an old photograph that has yellowed over time and developed other signs of wear.

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Play render:

Nothing fancy. Just setting shading in the shader param to Toon and setting the roughness to near zero. I want to make a somewhat good looking game with compatibility render and think this is the best way to go.

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It's a wrap. The last day of the @lgm featured more cool talks including the one about a @fragdenstaat clicker game made in @godot. Kudos to the local team in #Nuremberg. I feel rewired and inspired. See you at the #libregraphicsmeeting 2027 in #Linz!

https://libregraphicsmeeting.org/2026/

#LibreGraphics #lgm26

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submitted 2 weeks ago by nomis@chaos.social to c/godot@programming.dev

Alexander from the motion ensemble talking at #lgm26 about working with the @godot engine. If you've never played wit godot: try it. I myself used in a few game jams and while it is not my preferred way of working it is quite powerful and makes game development quite accessible.

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It's a simple game about chipping wood in a wood chipper. Please enjoy. Be aware it contains gore, thank you for checking it out!

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submitted 2 weeks ago by dulvui@lemmy.world to c/godot@programming.dev

If you enjoyed playing the old Football Manager games I have great news, this game is very similar, just for Futsal (5 a side indoor soccer) and Open Source.

The game is AGPLv3 licensed and available already on desktop and Android on several platforms (F-Droid will come soon too).

If you have questions or suggestions just let me know :-)

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submitted 2 weeks ago by cm0002@lemy.lol to c/godot@programming.dev
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There is a distinct lack of random functions for vectors, so I decided to add some to the Mouse Potato Utils Plugin.

However, I'm not sure whether I should make the right end of the range inclusive (make it a maximum) or exclusive (like the range() function) when it comes to integer vectors.

I'll make it inclusive for now, but what do you think?

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Hello, everyone! In this video, I will create a simple shader for generating an animated star using a noise texture. And as usual, we will have plenty of parameters available to customize this effect to suit the needs of our game.

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I've never used global lightmap baking, but it worked really well with the baked material and light emission textures.

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I made some ship pieces as a test in blender. I won't end up using these for anything. They were important for figuring out the next iteration. These are whole pieces, when instead I should break the floor, ceiling, and walls into separate pieces. Does anyone else have any tips for that approach?

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