Will this be the biggest Godot game release to date?
Posts by Marcus Skov
Recently I got invited to join the new Godot UX team. When I have time I will be helping testing editor PRs and make Godot more usable for everyone.
What are some of the most annoying things about Godot UI/UX that you think need attention?
Phantom Camera, Godot's ghostly camera management plugin, has some exciting new features!
Follow Marcus's work so you don't miss a thing.
Thank you for the shout-out :D
Thanks to the great work of a contributor, the long-requested Lookahead functionality is now available for 2D scenes.
Another key change is a refactor of Framed Follow 2D, which should make it a lot more reliable.
3D counterparts of both are in the works for a future release.
#GodotEngine
You can use this glass ui shader for free btw.
Link: binbun3d.itch.io/fluid-glass-ui
#godot #godotengine #shader
#Godot 4.6 is out, and all about your flow!
This release puts you and your workflow first with a new theme, flexible docks, and dozens of UX improvements. And Jolt Physics by default, revamped IK, better reflections, and more.
Less wrestling with UI. More making games.
godotengine.org/releases/4.6
Hi #Godot pals. I made and maintain this document full of beginner tutorials. If you need a place to get started, I hope it helps: docs.google.com/document/d/1... #indiedev #gamedev
Shows the Phantom Camera on the Godot Asset Store page. A large image is displayed saying “Supports 2D & 3D” with PhantomCamera2D and PhantomCamera3D inspector panels appearing below it.
Spent a bit of time recently updating the addon's Asset Store page with some additional imagery and feature highlights. Think it's a nice improvement, especially compared to how it looked before because… yikes!
A pair of Godot plushies sitting on a computer monitor looking away from the screen.
Only thing worse than a goblin judging your every move is a goblin judging your very move and their even more judgmental younger sibling
"VFX Godot" in big font surrounded by orange and blue explosions (stylized).
Made a video on VFX in Godot 🔥✨ youtu.be/htRjt505sPg
Nobody, except Silent Hill developers 😁
Confirmed, adding light to things adds joy
Shows the Phantom Camera logo and name followed by a tag label reading “Release 0.10". Below are two image sections, each having a label attached called “New Node: Tween Director” and “PhantomCameraHost: Manual Interpolation Mode”. The former image shows an expanded inspector tab called “PhantomCameraTweenDirector” with a list of properties: Tween Resource, From Type (set to Phantom Camera), and From Phantom Camera (set to PlayerPhantomCamera) with a "Add Element" button at the bottom. The latter image shows the PhantomCameraHost inspector panel, with the Interpolation Mode dropdown expanded, revealing and highlighting the third option labelled Manual.
First feature release of the year!
Introduces the Tween Director node, which allows for overriding tweens between specific cameras
Also added is an option for manual camera interpolation if custom tick rates are being used (online games)
More to Lookahead towards in the next release
#GodotEngine
Been working on a tween override system that allows for custom duration and transition types between selected Phantom Camera nodes.
Should enable more flexibility and customization when moving to and from specific cameras.
Will be out in the next release.
#GodotEngine
Wondering if there are any game dev-focused PeerTube instances out there?
Been thinking of making short tutorials sometime in the future, but don't love the idea of posting on MonopolyTube
A Blender 3D model depicting a knife with a magnifying glass as a handle.
Getting into 3D modeling a bit again for a small personal project. Can definitely tell I need to practice a lot more still.
Kicking the year off with a minor hotfix for the release a few days ago.
TileMap node support is now officially dropped, and only TileMapLayer, along with Area2D, nodes are supported for the Limit Target feature in 2D scenes.
github.com/ramokz/phant...
Shows the Phantom Camera logo and name followed by a tag label reading “Release 0.9.4”. Below are two image sections, each having a label attached called “Align with View” and “Target Gizmo Line”. The former image shows an expanded inspector tab called “Align with View” that has 3 buttons: “Align Transform with View”, “Align Position with View”, and “Align Rotation with View”. Below those is a field labelled Viewport Index which has a value of 0 applied. The latter image shows a PhantomCamera3D node in a scene with a red and blue line pointing at two different 3D simple models: a torus and a triangle, respectively. Above the torus a single text field says “Following,” and above the triangle a text field says “Looking At”.
With the game finally released and having had some time to regain some much-needed energy, I would be remiss if 2025 ended without a long-overdue #godot addon update.
Has the usual fixes and general improvements but also some 3D QoL editor features.
More things to come in the new year!
I found out about a #GodotEngine add-on called Phantom Camera. It seems especially useful if you want to make a game with fixed camera angles, or an on-rails camera.
phantom-camera.dev
Happy birthday Arvy 🎊
Keep going! Your creativity and friendliness never cease to be inspiring!
Interactive #Godot tween guide. If you need help with tweens, transitions or adding juice, it’s all here.
qaqelol.itch.io/tweens
#gamedev #indiedev
Really appreciate kudos! 💜 The feeling is likely the side effect of working on a passion project / hobby and being unable to touch it for an extended period of time. It is what it is.
Thanks Patrick! Means a lot to hear 💜
Still sad about all the features and improvements that could have been done by now if not for this...
In case anyone has been wondering why a certain Godot camera addon has been on a bit of an unintended dev hiatus since summer 🥲
Thanks Arvy! 💜