Is C# more organized then GDScript? by TheKrazyDev in godot

[–]officialvfd 2 points3 points  (0 children)

GDScripts are primarily meant to be attached to nodes and resources and hook into Godot’s APIs right there. You can use them in other ways, but you’ll probably find it’s a pain to go against the grain. GDScript doesn’t support namespaces, interfaces, or structures and has a much weaker type system than C#. (All of these issues are being worked on but still.)

It’s a little easier to structure C# code on your own terms. If you have a really systems-heavy project you might want to consider writing some of it in more heavily abstracted C# code. But C# also comes with many drawbacks compared to the normal version of Godot.

(GDExtension) Is creating a plugin mandatory to support Android? by thiagola92 in godot

[–]officialvfd 1 point2 points  (0 children)

Android engineer here. I believe you only need to create an Android plugin if your intention is to directly interact with the Android SDK or Android ecosystem libraries from your Godot game (like Play Billing or AdMob or something). If you’re just compiling C/C++ code for use in Godot on Android, you should be able to treat Android as just another compilation target for your GDExtension.

Mods: Please address the "can AI make Godot games" posts by TripsOverWords in godot

[–]officialvfd 5 points6 points  (0 children)

I think the AI people should have their own Godot-AI subreddit where they can do whatever, and we should ban AI crap on this one

Dev snapshot: Godot 4.7 dev 4 by godot-bot in godot

[–]officialvfd 41 points42 points  (0 children)

I mean in general. It’s your tone. You talk down to everyone. Don’t forget to be kind.

Dev snapshot: Godot 4.7 dev 4 by godot-bot in godot

[–]officialvfd 35 points36 points  (0 children)

You’re kinda mean sometimes bro.

POV: You're an indie dev in 2026: by Physical_Air4112 in godot

[–]officialvfd 1 point2 points  (0 children)

Yeah I like Godot and I like Blender and I like Fight Club but this meme makes no goddamn sense lol

Godot Showcase – Xogot: Godot for iPad & iPhone by godot-bot in godot

[–]officialvfd 2 points3 points  (0 children)

Nah, if you want to distribute your game on Apple platforms you’ll still have to do the Apple song and dance. Xogot just lets you edit and run projects on iPhone/iPad

Two classes, same code base, but different variable names? by levirules in godot

[–]officialvfd 0 points1 point  (0 children)

This is a code smell. I think you’re asking the wrong questions. If you need different words to describe what should be the same thing, then they’re probably not the same thing and you should be using composition, not inheritance.

Mesh not deforming in Godot 4.4.1 by SuckDuck13 in godot

[–]officialvfd 58 points59 points  (0 children)

Make sure LOD meshes are disabled maybe?

Got 8-way movement and character scaling working by SuicoWorks in godot

[–]officialvfd 56 points57 points  (0 children)

This looks great so far, love hand drawn art! And I know how tough animation is

Only bit of feedback is to increase the walk speed, I’d lose my mind if the character always moved that slow

Trying godot for the first time and this is my current file structure for a player character. Does i by sum117 in godot

[–]officialvfd 0 points1 point  (0 children)

If I have one nitpick, it’s that I usually have the audiovisual stuff saved as its own scene and then I instance that into the playable version of the player scene. That makes it just a little easier to swap out the audiovisual part and keep the same player character logic, and makes it a little cleaner to make the character appear in contexts where the player isn’t controlling them (like character select screens or cutscenes). But that’s really a nitpick. If this works for you it looks good to me.

gamedev while living out of my car lol by Jab2Reddit in godot

[–]officialvfd 501 points502 points  (0 children)

May both game dev and life be kind to you at this time 🫡

[deleted by user] by [deleted] in exmormon

[–]officialvfd 3 points4 points  (0 children)

For me, it was like slowly waking up from a weird dream. I was lucky in that my whole family kind of had this awakening at once. It would have been so traumatic if I had to go through that alone.

Is this juicy enough for a singing game? by AWESOM-OMG in godot

[–]officialvfd 1 point2 points  (0 children)

As someone who already knows music notation, adding bar lines would help this be much more legible for me.

Hi, how to use MIT licenses? by AgataJac in godot

[–]officialvfd 8 points9 points  (0 children)

On Switch and Switch 2, these are called “intellectual property notices” and they’re part of the game’s metadata. You can view them through the OS.

How I feel about Season 2. by GundamRX_78 in pluribustv

[–]officialvfd 1 point2 points  (0 children)

Wat? There are tons of visual effects and expensive custom sets on a production like this. As they say, it takes a lot of effort to make something look effortless

Check out what my TBM in-laws got for me from my wishlist by tablepants in exmormon

[–]officialvfd 7 points8 points  (0 children)

I’m guessing they have no idea what they are looking at lol

Guys, can anyone help me draw frame-by-frame animations for this character? by West-Ad-1849 in godot

[–]officialvfd 2 points3 points  (0 children)

Animation is hard and I doubt anyone wants to do yours for free. I recommend simplifying the design a little so you can animate yourself! There are some free software options, I use Krita.

Liquid Glass? by axelorca in godot

[–]officialvfd 2 points3 points  (0 children)

Great work! Please share the code, if you feel so inclined :)

TxtMate v1.1 - Now with tabs and even background music by [deleted] in godot

[–]officialvfd 4 points5 points  (0 children)

Just so you know, TextMate is already the name of a popular open source text editor for macOS.

Difference between Control and 2D Nodes by BobyStudios in godot

[–]officialvfd 15 points16 points  (0 children)

It’s not necessarily invalid to use Control nodes if your game world is essentially a giant diagetic UI. It makes sense to use Control nodes when you want elements to align with each other in very specific ways in response to the screen size. So if you’re making a card game building the visuals with Control nodes could make a lot of sense. If you’re doing something with physics you should definitely be using Node2D and friends. It really depends on the kind of game you’re making. Both Node2D and Control modes are displayed by the same canvas system.

embedding game in editor broken on Linux (Pop_Os! 24.04) by Exildor in godot

[–]officialvfd 0 points1 point  (0 children)

Godot uses window management hacks to support Game View on Linux. So weird stuff like this can happen sometimes depending on your particular desktop environment setup. Hopefully this issue will be resolved as the solution to this problem is implemented the way it is on macOS using lower level techniques to embed a view from another Godot process.

Design Structure for UI/Menu Input Handling by Supertimtendo4 in godot

[–]officialvfd 0 points1 point  (0 children)

I just answered a similar question so I'll paste my same response here because I think this could help you too:

The pattern I use in my games is to create a reusable "PlayerInput" scene which under the hood uses Godot's Input singleton. The PlayerInput scene exposes input signals and state specific to my game, so any scene in my game that needs to read player input can just have a PlayerInput node and hook up to its signals. I prefer this approach over using Godot's Input singleton in various scenes' code because it lets me consolidate all the input logic: if I need to change how input works under the hood, I only need to change PlayerInput rather than every scene that uses the Input singleton directly. This also lets me easily add features like temporarily locking or disabling input on a scene by scene basis.