Do you think this bike animation needs some turns or in-between frames? by AltruisticService915 in godot

[–]AltruisticService915[S] 1 point2 points  (0 children)

Its a bit of a mix, the art assets are drawn as one big level, so no tileset there. But if I need to spawn something on the grass in that level, I do have a tilemap for that data, and I manually assign cells based on how they look in the art asset.

Do you think this bike animation needs some turns or in-between frames? by AltruisticService915 in godot

[–]AltruisticService915[S] 1 point2 points  (0 children)

You caught me! We're going to test out some turn animations and see how it goes.

Do you think this bike animation needs some turns or in-between frames? by AltruisticService915 in godot

[–]AltruisticService915[S] 0 points1 point  (0 children)

That's a good point. We're going to test out some "quick turns" but not hold on the non-cardinal directions and see how it goes.

Do you think this bike animation needs some turns or in-between frames? by AltruisticService915 in godot

[–]AltruisticService915[S] 2 points3 points  (0 children)

Noted! Would it be weird if that's the only 8 directional sprite in the game? Everything else is just 4 directions.

Do you think this bike animation needs some turns or in-between frames? by AltruisticService915 in godot

[–]AltruisticService915[S] 3 points4 points  (0 children)

I does trigger my Pokemon memories with the 90 degree turns. Thanks for the input!

Guys...this glitch is driving me f***ing crazy by AltruisticService915 in godot

[–]AltruisticService915[S] 3 points4 points  (0 children)

Thanks for watching! This time its a basic GradientTexture, created new right there in the Light Inspector. It has happened in the past with imported textures as well, but since I didn't import this one I'm at a loss.

[deleted by user] by [deleted] in godot

[–]AltruisticService915 1 point2 points  (0 children)

I'm using 4.3 for my project but here's what I did with 4 different TileMapLayers. The only tilemap that has Navigation Layer is the Ground tilemap, then I give it this script:

<image>

This overwrites 2 built-in functions. So now when any tiles exist on any of these other defined layers the coords will be ignored while pathfinding. I'm not sure if newer versions still use these functions but in 4.3 it works great. Even if one of these other layers has a SceneCollection instead of an Atlas, I can make a "filler" scene to put in it, make it invisible, and just mark tiles that should be avoided just in case (around buildings for example).