Godot: The open source game engine

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A community for discussion and support in development with the Godot game engine.

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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/godot by /u/NekoNoCensus on 2024-10-02 06:20:19+00:00.

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The original was posted on /r/godot by /u/Equivalent-Treat-881 on 2024-10-02 06:07:04+00:00.

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The original was posted on /r/godot by /u/paradox_valestein on 2024-10-02 04:01:36+00:00.


I am trying to set up a wait func to make the game wait before continue with the next line of code. The await works fine outside, but once put in any function to be called later, it just won't work. How do I set this up correctly? (I'm using godot 4.2)

I also tried to use the await in the TimerTest function but when I trigger the func it doesn't wait but print all at once.

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The original was posted on /r/godot by /u/JonnIsHano on 2024-10-02 03:36:58+00:00.

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The original was posted on /r/godot by /u/Fire_Fox_978 on 2024-10-02 03:23:41+00:00.

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The original was posted on /r/godot by /u/Naiive on 2024-10-02 02:12:39+00:00.

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The original was posted on /r/godot by /u/Fun-Candle5881 on 2024-10-01 22:27:33+00:00.

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The original was posted on /r/godot by /u/Long-Indication6112 on 2024-10-01 21:58:14+00:00.


While experimenting with algorithms to generate mazes or explore surfaces, I kept thinking about the organic meshes Oskar Stålberg created for "Townscaper". I found someone else's C++ implementation (credit attributed in my repo) and ported it to Godot 4.3.

It doesn't adhere to the best practices and style guide, but if you want to play with a squishy organic grid, feel free :)

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The original was posted on /r/godot by /u/jimsqueak on 2024-10-01 21:17:22+00:00.

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The original was posted on /r/godot by /u/TraderJoJos on 2024-10-01 19:34:06+00:00.

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The original was posted on /r/godot by /u/dnxdev on 2024-10-01 18:12:56+00:00.

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The original was posted on /r/godot by /u/ultraplebian on 2024-10-01 16:07:29+00:00.

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The original was posted on /r/godot by /u/PracticalAd8120 on 2024-10-01 16:03:30+00:00.

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The original was posted on /r/godot by /u/PosingPossums on 2024-10-01 13:00:14+00:00.

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The original was posted on /r/godot by /u/BlobbtonGame on 2024-10-01 12:19:11+00:00.

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The original was posted on /r/godot by /u/Acceptable-Ground-11 on 2024-10-01 14:25:31+00:00.

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The original was posted on /r/godot by /u/NicolasPetton on 2024-10-01 13:11:01+00:00.

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The original was posted on /r/godot by /u/JumpSneak on 2024-10-01 13:00:03+00:00.

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The original was posted on /r/godot by /u/forestWoodsGames on 2024-10-01 10:53:12+00:00.

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The original was posted on /r/godot by /u/tholugo on 2024-10-01 10:29:52+00:00.

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The original was posted on /r/godot by /u/honufire on 2024-10-01 09:25:19+00:00.

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The original was posted on /r/godot by /u/WestZookeepergame954 on 2024-10-01 08:50:42+00:00.


Up until now, if you wanted adaptive music in your game, you had to either build your own system or rely on third-party programs like Fmod or Wwise. But with the release of Godot 4.3, that's no longer necessary! The new interactive audio system is now built directly into the engine—and it works great!

There are still a few bugs that I expect will be ironed out in version 4.4, but overall, this is a huge addition that could be a game changer in the world of game engines.

I’ve created two small demo scenes to showcase some of the new features, and both are available on GitHub:

1. Vertical layering: Using AudioStreamSynchronized, I adjusted the volume of each music layer based on the player’s position.

2. Segments and transitions: usingAudioStreamInteractive, I started with an intro and then transitioned into the base loop.

I used transition segments to smoothly move between music loops (each in a different key, which is why the transition was necessary).

The transitions are quantized to change only at the start of a musical bar (which is why it might take time before the transition starts), but you could also quantize to the nearest beat or cancel quantize altogether.

Currently, the documentation on how to switch clips in code is a bit sparse. But I found this helpful line in the docs' comments section:

AudioStreamPlayer["parameters/switch_to_clip"] = &clip_name

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The original was posted on /r/godot by /u/lets_clutch_this on 2024-10-01 05:50:12+00:00.

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The original was posted on /r/godot by /u/OnTheRadio3 on 2024-10-01 05:28:46+00:00.

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The original was posted on /r/godot by /u/RattleaxeGames on 2024-10-01 04:49:46+00:00.


My buddies and I decided to try out Godot for a fun project to learn it, it's gone so smoothly we've decided to go all the way https://store.steampowered.com/app/3134200/DOT\_Defence\_Demo/.

I really love how you can recompile the code while the game runs and all the built in stuff that just works, and works performantly. Coming from Unity, using out of the box stuff (for the parts it even has, like avoidance), this would perform awfully.

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