Godot Tilemap | Interactive Tiles + Change Tiles at RunTime

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  • Опубліковано 26 жов 2024

КОМЕНТАРІ • 48

  • @GameDevelopmentCenter
    @GameDevelopmentCenter  4 роки тому +11

    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

    • @darkhunter777
      @darkhunter777 Місяць тому

      Make TBS tutorial plzzz, how tile - marker show grid2d path 😁

  • @mykeechoes
    @mykeechoes 2 роки тому +5

    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.

  • @carismicaids7614
    @carismicaids7614 3 роки тому +1

    everything that i have just heard makes perfect sense, but i could never in a couple years come up with that. Absolutly genius

    • @GameDevelopmentCenter
      @GameDevelopmentCenter  3 роки тому +1

      Don't sell yourself short :) Keep at it and you will come up with this stuff too :)

  • @aleksitjvladica.
    @aleksitjvladica. 3 роки тому +1

    Your channel is literally dope!

  • @prodbysaviour21
    @prodbysaviour21 3 роки тому +1

    thank u so much !
    u got the best tutorials out there

  • @SW-vy4he
    @SW-vy4he 3 роки тому +1

    Subscribed after watching this video

  • @sheralam920
    @sheralam920 4 роки тому +2

    Thank you man. It helped me a lot.

  • @johnrussell6971
    @johnrussell6971 4 роки тому +7

    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

  • @Theraloss
    @Theraloss 2 роки тому +2

    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)?

    • @GameDevelopmentCenter
      @GameDevelopmentCenter  2 роки тому

      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.

  • @scollll
    @scollll Рік тому +1

    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?

  • @IvanBohannon
    @IvanBohannon 6 місяців тому

    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?

    • @GameDevelopmentCenter
      @GameDevelopmentCenter  6 місяців тому

      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.

  • @docmars
    @docmars 9 місяців тому

    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.

    • @GameDevelopmentCenter
      @GameDevelopmentCenter  9 місяців тому +1

      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.

    • @docmars
      @docmars 9 місяців тому

      @@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! :)

  • @jojomo961
    @jojomo961 4 роки тому +1

    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.

    • @GameDevelopmentCenter
      @GameDevelopmentCenter  4 роки тому +1

      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!

  • @guilhermeschicovski3364
    @guilhermeschicovski3364 4 роки тому

    Amazing video!!!

  • @ДмитрийЛеухин-ф6ш
    @ДмитрийЛеухин-ф6ш 2 роки тому +1

    i have a ⚠warning when trying add CollisionShape2d directly to Node2D as shown at video

    • @GameDevelopmentCenter
      @GameDevelopmentCenter  2 роки тому

      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.

  • @AidenOcelot
    @AidenOcelot Рік тому

    Is there a way to replace the image of a tileset?

    • @GameDevelopmentCenter
      @GameDevelopmentCenter  Рік тому

      You could, but you are going to have to use some toolscript to replace all the ID's of tiles

  • @timflatus
    @timflatus 10 місяців тому

    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.

    • @knoflookbrood7135
      @knoflookbrood7135 8 місяців тому

      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 😹😹

  • @deftconor4174
    @deftconor4174 4 роки тому

    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?

    • @GameDevelopmentCenter
      @GameDevelopmentCenter  4 роки тому

      Yeah, that is not really part of this tutorial. Consider joining the Godot discord, maybe you will find some help there :)

    • @deftconor4174
      @deftconor4174 4 роки тому +1

      @@GameDevelopmentCenter nvm i fixed it... :)

  • @PavleTodorovicDelusional
    @PavleTodorovicDelusional 4 роки тому +1

    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

    • @GameDevelopmentCenter
      @GameDevelopmentCenter  4 роки тому +1

      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.

    • @PavleTodorovicDelusional
      @PavleTodorovicDelusional 4 роки тому +1

      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

    • @JakobKobberholm
      @JakobKobberholm 4 роки тому +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.

    • @PavleTodorovicDelusional
      @PavleTodorovicDelusional 4 роки тому

      @@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....

    • @JakobKobberholm
      @JakobKobberholm 4 роки тому +1

      @@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.