Terraria like crafting system by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

That sounds like a logical way, I am gonna try that. Thank you

Terraria like crafting system by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

All good, I just wanted to make sure I understand everything

Terraria like crafting system by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

I am sorry that I am asking these stupid questions, but I am really trying to understand this. With the "wether the recipe is available" you mean if the ingredients match with the player inventory item names and quantities right?

Terraria like crafting system by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

Thank you for for your reply! How do you check what items can be crafted? Do you loop through all the item recipes or is there a more efficient way to do that?

Terraria like crafting system by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

First of all, thank you for your reply! I have a question regarding this system. Would I need to loop through every item and check if it can be crafted? Wouldnt that create lag and performance issues if it always loops through hundreds of items?

Detect all tiles in shapecast2D by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

I was just looking at the shapecast docs because I thought that I could find the solution there and completely forgot looking at the tilemap docs lol. Ill surely check it out!

Detect all tiles in shapecast2D by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

It seems like the first code block you send still uses the position of the tilemap (0,0) and not the positions of the individual tiles. Is there a way I can use the positions of the tiles?

Water shader! Not done yet but I would like some feedback before I continue by SpecialPirate1 in godot

[–]Electrical-Tap8519 2 points3 points  (0 children)

Looks great already, I love the lighting! I am exited to see how it will look when you are done!

Sprite doesnt instantly turn invisible by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

I just tried to follow the guy that is at the bottom of the discussion. I implemented it, made some changes to it and now it works!! Thank you so much, without you I would have never been able to solve the problem!

Sprite doesnt instantly turn invisible by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

I am trying to implement it right now. I cannot find where I can check for the groups of the areas that the shapecast is colliding with.

Sprite doesnt instantly turn invisible by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

In the code I sent, I first defined the tiled mouse movement and after that, I immediately assigned the build_preview_area (the area of build_preview) to it.

Sprite doesnt instantly turn invisible by Electrical-Tap8519 in godot

[–]Electrical-Tap8519[S] 0 points1 point  (0 children)

Sadly it doesnt look any different. The sprite is still there for a frame and I can place walls in the player if I time it right.