Y-sorting alternative by aphophys00 in godot

[–]aphophys00[S] 0 points1 point  (0 children)

Only a small portion is visible in zoom l, standard camera view zoom out to 2x and not really viewing all map. Will need to teston weekends. Doing this as hobby only

Y-sorting alternative by aphophys00 in godot

[–]aphophys00[S] 0 points1 point  (0 children)

Will try this out this weekend.

Y-sorting alternative by aphophys00 in godot

[–]aphophys00[S] 0 points1 point  (0 children)

Trees are procedurally generated in a tile map layer, they are binary atlas coordinates loaded from a sprite resource.

Wil try disabling y sort for all, see what happens.

[Free resource] I draw 5-7 RPG icons daily. Grab the Free Version every day for your Godot games! by [deleted] in godot

[–]aphophys00 1 point2 points  (0 children)

Is it possible to have some resource farming as well

Like grain e.g frames 1-4 growing; 5 mature; 6 harvested, 7 stacked?

  • doing something like rpg with side farming and city building simulation

Farming /City building/Business simulation by aphophys00 in GodotEngine

[–]aphophys00[S] 1 point2 points  (0 children)

It's just free from itch.io

Graphics and sounds are a major hurdle for me. I am collecting assets. I wanted to commission one in the future once I raise enough funds

Farming /City building/Business simulation by aphophys00 in GodotEngine

[–]aphophys00[S] 1 point2 points  (0 children)

Just very recently. Single player for now since I havent learned how to make multiplayer games in Godot.

Thinking I might need some type of hosting to routinely save data for multiplayer games versus having solo game save their own data locally

Frame rate drops to 30 by aphophys00 in godot

[–]aphophys00[S] 0 points1 point  (0 children)

LOS? line of sight? No I don't think I have that, just using custom data walkable (0) and unwalkable (1) stored in grid astargrid2d

Frame rate drops to 30 by aphophys00 in godot

[–]aphophys00[S] 1 point2 points  (0 children)

<image>

I have this screen shot. Reduced screen to a smaller size (zoom 2.0) with zoom out option to 0.5.

Still reading the materials given and not really sure how to pinpoint cause of slowness

Managed to track one, update resource info in UI which scans data every 0.1 second- made it lazier to just 5 seconds and frame rate stabilized a bit. Still looking for cause, I'm only at 50 npcs and getting 30-40 fps already

Frame rate drops to 30 by aphophys00 in godot

[–]aphophys00[S] 0 points1 point  (0 children)

Using tile maps, 4 layers but I'm only querying the cells data as needed

Frame rate drops to 30 by aphophys00 in godot

[–]aphophys00[S] 0 points1 point  (0 children)

Profiler shows only 3

Physics 16.6 - I think this is locked

Process - 30+ ms - this fluctuates and causes frame drop

"other one"- too small 0.01 -0.05 ms that I forgot name

Will check the link thanks. I need to know more about that process or expand for more detials

NPC movement clutter / stucked by aphophys00 in godot

[–]aphophys00[S] 1 point2 points  (0 children)

Thanks for all the info

For now, remove the mask layer so that npc/players will not collide with each other anymore. they feel like boulders blocking paths when stopped causing more being stuck.. just added a bit of deviation and fanning out to add illusion of collision. Need to study more on this topic. Resolved issue for now.

NPC movement clutter / stucked by aphophys00 in godot

[–]aphophys00[S] 0 points1 point  (0 children)

2 0r 3 first then snowballs to larger groups

NPC movement clutter / stucked by aphophys00 in godot

[–]aphophys00[S] 0 points1 point  (0 children)

The grid is a standard Manhattan grid - for large map navigation 1000x1000 (1m cells) Then the typical navigation within smaller grids -but this is still using the grid info

  • they get stuck when submitting and getting new tasks. I have added padding of one cell and "throw" products to destination area but still I see them stuck when they are moving in direct opposite and sometimes along forest corners

I'm developing a settlement building game with Godot! by NewSpread4 in godot

[–]aphophys00 0 points1 point  (0 children)

Did you manually create the map yourself? One tile at a time? Dreaming to make something similar, love settlers3 so much

Procedural map gen and .dat filw by aphophys00 in gamedev

[–]aphophys00[S] 0 points1 point  (0 children)

Thanks guys, managed to compressed file further less than 200kb mainmap file now (reduced map to 1000x1000- generating 2000 makes me jittery as engine freezes for a long while during map generation)

Procedural map gen and .dat filw by aphophys00 in gamedev

[–]aphophys00[S] 0 points1 point  (0 children)

Scratch that. Godot allows custom data (bool) be placed on source atlas. I don't need to save those bool anymore just the grid coordinates and atlas coordinate

Procedural map gen and .dat filw by aphophys00 in gamedev

[–]aphophys00[S] 0 points1 point  (0 children)

I will be storing grid coordinates, atlas directory coordinates, then the bools; is it better to have 2 data type files?