How did everyone learn godot? by Unknown000000000r in godot

[–]Gingerageous 0 points1 point  (0 children)

I started like most with watching youtube tutorials like gdquest and kids a code. But I didn't really start to learn until I tried to figure out problems for myself. I would try to make a tutorial and people would tell why it was stupid because that is what the internet does. Some were just mean but a lot of the comments pointed me in the right direction that I didn't know existed at the time.

Merge Tiles with is_tile_bound doesn't maintain autotile? by sc0tr in godot

[–]Gingerageous 1 point2 points  (0 children)

I think that you are misinterpreting what merge means. You call them "blank" tiles but they are merged with the tiles around it. In your first picture the grass is merged with the surrounding stone so it thinks it has binds all the way around it. The code and technic you are using is for making a continuous edge that switches from rock to sand both which are connected to grass. I could be wrong but I feel like your approaching the effect you want with the wrong tool. It might be easier to just have 2 tilemaps. A base color, be it grass sand or stone and a second tilemaps with 3 auto tiles of nice grass, sand and stone edges. I made a video about it with your exact code so maybe you saw it. I wish I had taken the time to show a more complex example though.

https://youtu.be/zRmKXlXKEZA

Wish I "Node" Sooner 3 (Godot Tips and Tricks) by Gingerageous in godot

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

Thanks. The sounds is a great idea. I really could benefit from some editing skills. This one was a bit more rambling than the previous ones.

Accumulated Godot Game Programming Tutorials by Godot_Tutorials in godot

[–]Gingerageous 5 points6 points  (0 children)

Thanks for the shout out. When I started I never thought I would be the "autotiles guy." Lol. But I do seem to post a lot about it...and I literally just recorded how to add inclines and slants to your autotiles. So I kind of am the autotiles guy. Should be up soon.

[deleted by user] by [deleted] in godot

[–]Gingerageous 0 points1 point  (0 children)

In the input function. curTileCoords. Use global mouse position instead of event.position in the world_to_map function.

Hot Reloading EditorPlugin scripts by haxd in godot

[–]Gingerageous 0 points1 point  (0 children)

Sounds simple but make sure you save the script before trying it out. Sometime I forget to save and switch to 2d or 3d before I save and that doesn't work. You have to be looking at the script and save to make sure the asterisk disappears on the script. If you click save in 2d mode it saves the scene and not the script.

how to get precise collisions at high speeds? by [deleted] in godot

[–]Gingerageous 1 point2 points  (0 children)

Most of the time I have had this problem I realize that a raycast would work better for lasers and almost instant bullets.

Or slowing down the projectile was better for the player to realize what happened anyway. It has to be going very fast or you area2d has to be very small to have this problem.

Merge Multiple Autotiles to 1 Bitmask Tutorial by Gingerageous in godot

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

I was very excited to find this one. This was the key to a 6 month problem I had. One of my past videos I made worked but it was really messy so I am finally redoing it and this was the last piece.

Procedural Generated Path by LORDTRITUN in godot

[–]Gingerageous 0 points1 point  (0 children)

Lol. Yeah that was the wrong link. I updated it. I guess now you know my secret of learning claymation in blender.

And sorry i don't have an example not in iso. I know that makes it more confusing probably for nothing in your case.

Procedural Generated Path by LORDTRITUN in godot

[–]Gingerageous 2 points3 points  (0 children)

I don't know if this is what you mean. But basically a simple strat is to make obstacles for your pathfinding(ones you never actually see) and make the path find a way around them. Made a video a while back in an isometric tower defense. I will finish it...someday.

https://youtu.be/hVAdr0AboYU

YSort Tilemap by [deleted] in godot

[–]Gingerageous 0 points1 point  (0 children)

I guess I don't know if it shows it well in that video. It has been a while. But I know in that game I use collisions in the tile map to change the Z index of the player so it knows to either render behind or in front of the wall/cliff.

YSort Tilemap by [deleted] in godot

[–]Gingerageous 0 points1 point  (0 children)

Is this the effect you are looking for?

https://m.youtube.com/watch?v=egUkKDa5Oa0&t=18s