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Questions tagged [godot]

Godot is a 2D and 3D open source game engine developed by the Godot Engine community. It features a built-in development environment which runs on Windows, macOS and Linux and can create games targeting PC, mobile and web platforms.

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I'm adding deceleration to my player character, decreasing their velocity over time when the player releases the direction keys. With the code below, at non-perfect angles, the character seems to re-...
MyNamesRubber's user avatar
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I'm working on a 2.5D game in Godot 4.5 that uses skeletal animation + ragdoll physics. I'm really happy with how the full ragdoll mode behaves, but I can't get anything close to a good active ragdoll ...
Eugene Khyst's user avatar
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I have a problem with importing a 3D model from Blender into Godot 4. I created my apartment model in Blender and exported it as a .glb file into Godot 4.5. I generate the CollisionShape3D using Mesh →...
Ainur Khusnullin's user avatar
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I am trying to make a game using Godot 4.5 where enemies spawn off-screen, but I faced this bug where they spawn on-screen instead: The white squares are the spawned enemies and the red is the player....
Jyle's user avatar
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I have a setup in Godot with two different skeletons for male and female models. The skeletons are different because the proportions are different, but I want to use the same animations on both. Both ...
Luke B.'s user avatar
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I'm new to Godot and following a tutorial, which spawns enemies randomly. However, I'm trying to improve on this by checking that the enemies don't spawn on top of the player and cause an instant loss....
Erty Seidohl's user avatar
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I’m trying to implement a top-down Zelda-like enemy movement system. Consider a screen of x tiles wide by y tiles tall, each tile being 16x16 pixels. I’m not asking for code here. I’m asking for ...
tariq's user avatar
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I have this simple scene based on a Control Node and a few containers, note how the UI elements are anchored to the top left of the screen: When I put it into another scene, it looks like this: I ...
Eldy's user avatar
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In Godot 4.5 beta 6, I have a drag-and-drop situation where the data being moved between nodes is stored using instances of a custom resource. The resource instance is added to a property called ...
jakub's user avatar
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In Godot 4.5 beta 5, I am trying to override the text setter on a Label node. Following the documentation, I did: ...
jakub's user avatar
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I'm writing a gdextension and trying to format a string using an array as one of the parameters. Example: ...
Luke B.'s user avatar
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Version 4.4 I am starting to learn Godot by creating a game in which my ‘Player’ scene is instantiating and adding a ‘Ball’ scene as its child on starting the game. I position the Ball at a distance ...
Prashank's user avatar
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I use Godot 4.4 and gdscript. I have a 2D isometric character with hundreds of sprite sheets for different angles and weapon status. Its not feasible to do this in ...
Jason Crosby's user avatar
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I'm trying to set up autotiling for this tileset in Godot: I set the peering bits like this: However, when I try to place the terrain tiles, all I get is this mess: What am I doing wrong?
Life4Gaming's user avatar
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I'm struggling with a persistent problem in my Godot 4.4.1 project involving "power slots" arranged around a table or arena background. No matter how I structure my nodes and update my code, ...
Ishan2077's user avatar
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2 votes
2 answers
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everyone. I am working on a game that relies pretty substantially on "faking" 3D by using different parallaxing and polygonal transform techniques. In a current example, I am working on a ...
Peanut's user avatar
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Assume I have an export "arena_size". I would like to 'pre-process' this export so that whatever value user inputs in the inspector gets multiplied by 2 Like so: ...
Gaylord Sueltenfuss's user avatar
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Godot 4.2 @export is rather useful as a time saving feature for node customization. We already have the @export_enum that can give user a dropdown list of choices. However, @export_enum is "...
Gaylord Sueltenfuss's user avatar
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I have the following script attached to a simple control node designed to create a custom property "label": ...
Gaylord Sueltenfuss's user avatar
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I'm trying to optimize a bit. Assume we have an in-game "Item" object made from a simple TextureRect (no children). Naturally, in editor mode I'd like to be able to see that item's icon (and ...
Gaylord Sueltenfuss's user avatar
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I submitted a top-down shooter made in Godot (HTML5 export) to CrazyGames, but it was rejected without any detailed feedback. The name of the game is "Spacy Type" (available to preview here)....
KingGD's user avatar
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I'm trying to implement a "rounded square" player character's icon in the UI. The actual .png of the icon is, of course, square, 256x256 px, so the UI element must round its corners "on ...
Gaylord Sueltenfuss's user avatar
1 vote
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I recently submitted my HTML5/WebGL game to CrazyGames.com, but unfortunately it was rejected without specific feedback. Here’s the preview link: https://www.crazygames.com/preview/25901363-36f7-4d64-...
KingGD's user avatar
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I’m somewhat new to 3D game development having briefly played with unreal engine. I tried installing Godot 3.2 from apt but it won’t let me do anything because the openGL drivers are too new for my Pi ...
Giwby Albatross's user avatar
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Godot offers the CodeEdit node that lets users write code during runtime. I want to: Offer GDScript LSP-features inside the CodeEdit Interpret the written code as GDScript Check if a class was ...
TheBeautifulOrc's user avatar
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1 answer
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I'm making an emulator for the chip-8 using the Godot 4.3 game engine, It's almost complete and you can play pong on it perfectly fine, But it can't display numbers from the built in font. Each ...
buzzbuzz20xx's user avatar
2 votes
1 answer
420 views

Consider a situation where a coroutine in node A awaits a signal from node B. If node B gets freed without sending the signal, obviously the coroutine in node A will never finish executing. Does it ...
Carl Muckenhoupt's user avatar
12 votes
2 answers
4k views

I'm getting these strange image artifacts when I attempt a low-res 3D orthographic scene in Godot 4.4: Here's my steps to reproduce: In MagicaVoxel, export the built-in "castle" example to ...
kvnhn's user avatar
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5 votes
2 answers
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I'm making an emulator/interpreter for an old console called the CHIP-8 In Godot 4.3 stable. It's going really good so far, I basically just load an external ROM into a virtual RAM (a ...
buzzbuzz20xx's user avatar
1 vote
2 answers
863 views

So I'm trying to create a top-down pixel-art RPG, but for the primary mechanic to work, I need the engine to be in 3D and just use camera trickery to make the game look like tile-based top-down 2D. ...
JNSStudios's user avatar
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Suppose I have these two classes ...
Wouter Vandenputte's user avatar
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1 answer
615 views

I originally thought of Control nodes as UI elements, but I've seen techniques where a ColorRect is placed as a child of a Sprite2D to change the sprite's color. Clip Children Not Working on ColorRect ...
shingo.nakanishi's user avatar
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1 answer
131 views

I want to generate a simplified mesh from cubes placed in a GridMap in Godot. I came up with the following code, however, the resulting ArrayMesh appears so be invalid, as ...
Christian's user avatar
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1 vote
1 answer
322 views

Godot 4.3 introduced TileMapLayer as node, which was previously part of TileMap node. Each TileMapLayer allows defining different Terrain Sets. Each Terrain Sets allows defining different Terrains. I'...
Damian Melniczuk's user avatar
1 vote
1 answer
278 views

I've been trying to learn more about Godot's SkeletonModifier3D and I'm starting with a simple feature: I want a bone that points at a Node3D. I tried following this official guide: https://...
Luke B.'s user avatar
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use: Godot Engine v4.3.stable.official, TileMapLayer How are the Inspector, Select Tab, and Paint Tab related in the Terrains settings? There are many settings that need to be configured in Terrains, ...
shingo.nakanishi's user avatar
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1 answer
200 views

use: Godot Engine v4.3.stable.official, TileMapLayer I don't quite understand how to configure tile animations. As a reference, I'm watching this video: https://www.youtube.com/watch?v=it0lsREGdmc I'm ...
shingo.nakanishi's user avatar
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1 answer
107 views

I installed the following extension: https://marketplace.visualstudio.com/items?itemName=woberg.godot-dotnet-tools but I'm not sure if it's actually related to autocompletion. I've tried turning the ...
shingo.nakanishi's user avatar
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1 answer
111 views

I'm making a mockup desktop for a sandbox game. I have a script, in which I defined a ObjContainer class that extends the Control...
Jenna's user avatar
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3 answers
575 views

I am having trouble understanding the syntax in GDScript, specifically the use of class_name and extends. I often come across ...
shingo.nakanishi's user avatar
1 vote
2 answers
161 views

When I added a camera to the player(so that the camera automatically follows the player), the trees became distorted. Could this be the phenomenon known as Pixel Bleeding? https://verygood.ventures/...
shingo.nakanishi's user avatar
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1 answer
783 views

When I try to run the following code in Godot, I get the error: Line 45:Identifier "delta" not declared in the current scope. I don't know what this means or what I should do about it. <...
John Jergens's user avatar
1 vote
1 answer
105 views

I want to learn from the following documentation, but I don't understand the steps: https://docs.godotengine.org/en/4.2/tutorials/ui/size_and_anchors.html I've been reading the page, but I still can't ...
shingo.nakanishi's user avatar
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1 answer
199 views

I set a ColorRect as a child of Sprite2D and set "Clip Children" to "Clip + Draw", but it didn't get clipped. When I tried it with a different object, it worked fine. I can't ...
shingo.nakanishi's user avatar
1 vote
2 answers
835 views

In this video tutorial I'm following, both the player and the enemy are ultimately assigned two colliders each (one directly under the CharacterBody2D root node and one under the Area2D child node). ...
shingo.nakanishi's user avatar
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1 answer
822 views

When I create my own Resource class in gdscript, I feel like I need to create a boilerplate _init() function or it won't serialize correctly. This function is ...
idbrii's user avatar
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1 vote
1 answer
354 views

I have an enum and I want to assign a texture to each enum value. I can create an @export for each item in the enum, but that's clumsy. I can ...
idbrii's user avatar
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0 votes
1 answer
204 views

My Godot web build is too big for itch.io's web build requirements. In fact, the index.pck in the exported build is bigger than my entire project: ...
idbrii's user avatar
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1 vote
1 answer
166 views

Still coding that awesome Turn based RPG. I'm currently coding the logic for firstly selecting the attack then selecting the enemy (Or enemies) ...
buzzbuzz20xx's user avatar
1 vote
0 answers
124 views

In Godot 4.3, is there a way to list all cached resources, and their resource_path values? These may be loaded from disk or may belong to packed scenes (which would ...
shiroko's user avatar
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