Do you believe that Godot education should be free? Me too! You will never find me on Udemy, Mavenseed, or Gumroad. Support these tutorials in any way you believe is appropriate; like, comment, subscribe or become a member of the GDC Club, thank you! ua-cam.com/users/GameDevelopmentCenterjoin
You sir are a flipping legend, I had tried for three days to figure out how to interact with my tiles. This literally kept me from scrapping a project.
Timestamps ripped from the video: 00:59 - Creating the trigger 03:05 - TileMap functions used 09:00 - Adding triggers to the map 11:20 - Connecting the triggers 15:58 - Adding an action button with a StateMachine 18:57 - Chaning tiles at runtime 24:22 - Turning off triggers when interaction tool place
Thank you for the video! A quick question: instead of disabling the the Area Shape when looted, wouldn't be better to completely remove the child with get_node("../Interactables").remove_child(loot_area)?
Depends on your intended mechanics. If it is permanently looted, sure. If there is a respawn option, or if the player can place objects back into the chest disabling it would be better for an easy re-enable.
Hey man, this video is great, but I'm bit stuck trying to make a building wall system with this tutorial but the autotileset don't merge with the other region in game like it does like in titlemap editor, any idea how to solve it?
great content, however the map_to_world and get_cell_autofile_coord functions no longer exist in latest godot (4.2) , and perhaps there are better ways of doing this now?
Newbie question -- instead of finding all instances of a specific tile (for the chests) and creating loot area instances, why not just manage looting logic within a packaged Scene for chests, so the logic is isolated to those scenes? Then you could specify different pairs of tiles per Chest Scene instance and the logic for them would be the same, regardless of how they look.
This is not a loot chest tutorial, this is an interactive tile tutorial that uses a loot chest for demonstrative purposes. From bushes that can be cut down, crops that grow and need harvesting, etc etc. This tutorial has what you need to extrapolate the functions for different game mechanics.
@@GameDevelopmentCenter Thanks for clarifying! I'm coming from a web development (React, Vue, HTML, CSS, Typescript, etc.) background of almost 20 years and am looking for ways to apply that dev knowledge to Godot's systems, so naturally I think in terms of components and self-contained functionality as much as possible. For the sake of handling state machines and more global interactive functionality, this is making sense! Great video! :)
Hey great video, i have a problem and perhaps you have a solution for it:) In my project the collisionshapes overlap or are really close together, and now it occures, that the leaving signal is send after the entering signal(When I go from one to the other). So i cant interact with both of them.
Hey Johannes, three options come to mind 1) Change map design 2) Reduce collisionshape size 3) Change code to check for overlaps with a set frequency Hope one of this fits your project! Good Luck!
That is not what is shown in the video. A Node2D doesn't know what to do with a collisionshape because it isn't a physics body. You connect it to a StaticBody, RigidBody, or KinematicBody. These are the 3 physics types that would know what to do with a collisionshape.
The information you are giving out is brilliant, but it's really hard work to understand you as an L1 English speaker. The subtitles just make it worse, because that's what I'm hearing - "towel map coalitions". I might get used to it, like reading Shakespeare, but I'm going to have to come back when I'm more awake as it's really doing my swede right now.
hey dude, i want to instance another scene to the position of the loot_area scene whenever the player exit's the loot_area, but it acts very weirdly, it instance two of those scenes and the positions are not lined up.can you help me somehow? plz?
and cell id is removed in 3.2.3... I can't see it anywhere in tileset properties -_- jeez how I hate when they start switching things around.... sigh... am on verge of rage quit sadly
I understand your frustration, but communicating your frustration in a comment is not going to allow me to help you. If you haven't rage quit yet, give me a code line and a timestamp. Or join the discord and share a screenshot of your error.
Eh, not steaming off really. I just rolled back to 3.1 and i got tile cells id list back when I click on tileset. I mean... i don't mind if it's moved.... but it seems that they removed it completely in 3.2 🤷♂️ i don't know check out.... list of cells id you showed in video... it's nowhere to be found in 3.2
@@PavleTodorovicDelusional I experienced the same frustration as you, when my editor looked different from the one in the video, but there is a little yellow button with an "i" on it above the tile editor. When you click on that, it shows the id numbers and names of the tilesets. Also, you can hold down the Alt button to temporarily show the id numbers and names.
@@JakobKobberholm I fixed it from settings.... In 3.2.x it's switched off, but till 3.1.x it was on by default.... And I saw nowhere, settings for switching it on or off.... Weird... I mean... If it's default feature for tile map part of engine.... Why switching it off? And moving in more less conviniant place.... Am just puzzled by some design choices....
@@PavleTodorovicDelusional I assume you are referring to the setting at Editor -> Editor Settings -> Editors -> Tile Map -> Show Tile Ids. That setting does not seem to do anything for me or I just don't know where to look (Godot 3.2.3). I saw in another video, that improvement of the tilemap editor is the highest voted feature request, so it is probably undergoing a lot of changes and breakages are unavoidable if we want improvements without just cluttering the interface with every feature and property imaginable.
Do you believe that Godot education should be free? Me too!
You will never find me on Udemy, Mavenseed, or Gumroad.
Support these tutorials in any way you believe is appropriate; like, comment, subscribe or become a member of the GDC Club, thank you!
ua-cam.com/users/GameDevelopmentCenterjoin
Make TBS tutorial plzzz, how tile - marker show grid2d path 😁
You sir are a flipping legend, I had tried for three days to figure out how to interact with my tiles. This literally kept me from scrapping a project.
Glad I could help Eko!
everything that i have just heard makes perfect sense, but i could never in a couple years come up with that. Absolutly genius
Don't sell yourself short :) Keep at it and you will come up with this stuff too :)
Your channel is literally dope!
Thanks! :)
You are very welcome! Thank you even more! Keep it up My friend!
thank u so much !
u got the best tutorials out there
Thank you Prodbysaviour!
Subscribed after watching this video
감사합니다 :)
Thank you man. It helped me a lot.
Glad to hear that Sher Alam! Good Luck with your project!!
Timestamps ripped from the video:
00:59 - Creating the trigger
03:05 - TileMap functions used
09:00 - Adding triggers to the map
11:20 - Connecting the triggers
15:58 - Adding an action button with a StateMachine
18:57 - Chaning tiles at runtime
24:22 - Turning off triggers when interaction tool place
Thx John! I will make sure they are added as chapters too :)
Thank you for the video! A quick question: instead of disabling the the Area Shape when looted, wouldn't be better to completely remove the child with get_node("../Interactables").remove_child(loot_area)?
Depends on your intended mechanics. If it is permanently looted, sure. If there is a respawn option, or if the player can place objects back into the chest disabling it would be better for an easy re-enable.
Hey man, this video is great, but I'm bit stuck trying to make a building wall system with this tutorial but the autotileset don't merge with the other region in game like it does like in titlemap editor, any idea how to solve it?
Not without more details, consider joining the Discord :)
great content, however the map_to_world and get_cell_autofile_coord functions no longer exist in latest godot (4.2) , and perhaps there are better ways of doing this now?
fyi, you can't change a video on UA-cam. It is recorded in Godot 3.x, I can't magically turn it into a Godot 4 tutorial.
Newbie question -- instead of finding all instances of a specific tile (for the chests) and creating loot area instances, why not just manage looting logic within a packaged Scene for chests, so the logic is isolated to those scenes? Then you could specify different pairs of tiles per Chest Scene instance and the logic for them would be the same, regardless of how they look.
This is not a loot chest tutorial, this is an interactive tile tutorial that uses a loot chest for demonstrative purposes. From bushes that can be cut down, crops that grow and need harvesting, etc etc. This tutorial has what you need to extrapolate the functions for different game mechanics.
@@GameDevelopmentCenter Thanks for clarifying! I'm coming from a web development (React, Vue, HTML, CSS, Typescript, etc.) background of almost 20 years and am looking for ways to apply that dev knowledge to Godot's systems, so naturally I think in terms of components and self-contained functionality as much as possible.
For the sake of handling state machines and more global interactive functionality, this is making sense!
Great video! :)
Hey great video,
i have a problem and perhaps you have a solution for it:)
In my project the collisionshapes overlap or are really close together,
and now it occures, that the leaving signal is send after the entering signal(When I go from one to the other).
So i cant interact with both of them.
Hey Johannes, three options come to mind
1) Change map design
2) Reduce collisionshape size
3) Change code to check for overlaps with a set frequency
Hope one of this fits your project! Good Luck!
Amazing video!!!
Thx Guilherme!
i have a ⚠warning when trying add CollisionShape2d directly to Node2D as shown at video
That is not what is shown in the video. A Node2D doesn't know what to do with a collisionshape because it isn't a physics body. You connect it to a StaticBody, RigidBody, or KinematicBody. These are the 3 physics types that would know what to do with a collisionshape.
Is there a way to replace the image of a tileset?
You could, but you are going to have to use some toolscript to replace all the ID's of tiles
The information you are giving out is brilliant, but it's really hard work to understand you as an L1 English speaker. The subtitles just make it worse, because that's what I'm hearing - "towel map coalitions". I might get used to it, like reading Shakespeare, but I'm going to have to come back when I'm more awake as it's really doing my swede right now.
Interesting, he was really easy for me to understand. I am from the same country as him so that might have something to do with it 😹😹
hey dude,
i want to instance another scene to the position of the loot_area scene whenever the player exit's the loot_area, but it acts very weirdly, it instance two of those scenes and the positions are not lined up.can you help me somehow? plz?
Yeah, that is not really part of this tutorial. Consider joining the Godot discord, maybe you will find some help there :)
@@GameDevelopmentCenter nvm i fixed it... :)
and cell id is removed in 3.2.3... I can't see it anywhere in tileset properties -_- jeez how I hate when they start switching things around.... sigh... am on verge of rage quit sadly
I understand your frustration, but communicating your frustration in a comment is not going to allow me to help you. If you haven't rage quit yet, give me a code line and a timestamp. Or join the discord and share a screenshot of your error.
Eh, not steaming off really. I just rolled back to 3.1 and i got tile cells id list back when I click on tileset. I mean... i don't mind if it's moved.... but it seems that they removed it completely in 3.2 🤷♂️ i don't know check out.... list of cells id you showed in video... it's nowhere to be found in 3.2
@@PavleTodorovicDelusional I experienced the same frustration as you, when my editor looked different from the one in the video, but there is a little yellow button with an "i" on it above the tile editor. When you click on that, it shows the id numbers and names of the tilesets. Also, you can hold down the Alt button to temporarily show the id numbers and names.
@@JakobKobberholm I fixed it from settings.... In 3.2.x it's switched off, but till 3.1.x it was on by default.... And I saw nowhere, settings for switching it on or off.... Weird... I mean... If it's default feature for tile map part of engine.... Why switching it off? And moving in more less conviniant place.... Am just puzzled by some design choices....
@@PavleTodorovicDelusional I assume you are referring to the setting at Editor -> Editor Settings -> Editors -> Tile Map -> Show Tile Ids. That setting does not seem to do anything for me or I just don't know where to look (Godot 3.2.3). I saw in another video, that improvement of the tilemap editor is the highest voted feature request, so it is probably undergoing a lot of changes and breakages are unavoidable if we want improvements without just cluttering the interface with every feature and property imaginable.