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lunaticwyrm.bsky.social
caffeinated trainwreck
@lunaticwyrm.bsky.social
Just a dork that has a passion for game development. May also be slightly obsessed with fantasy (and dragons).
21 - he/him
As per @wizarducks.bsky.social request, here is a formal tutorial on Reddit:
www.reddit.com/r/godot/comm...
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February 1, 2025 at 8:00 PM
Thanks!
February 1, 2025 at 7:59 PM
Oh and furthermore, you need to set the cell size as your tile size divided by 10. (2.4 in my case). Furthermore you need to scale your gridmap by the snap vector.
February 1, 2025 at 7:37 PM
Oh shoot good point
February 1, 2025 at 7:23 PM
Hope this helps someone with similar issues!
February 1, 2025 at 5:30 PM
The exact formula to snap to was the PIXEL_SIZE (which is my case would be something like 1.0 / 24.0, as my tiles are 24x24 pixels across) for the x axis, and the PIXEL_SIZE multiplied by the square root of 2 for the Y and Z axis (due to there being a 45 degree orthographic projection).
February 1, 2025 at 5:29 PM
As it turns out, the fix involves snapping the camera's position so those seams wouldn't be visible.
February 1, 2025 at 5:29 PM
Currently, no...
But that's the plan!
January 24, 2025 at 7:25 PM
Trees will have much denser stylized leaves in future, along with a better log material. The materials currently used are placeholders
January 3, 2025 at 4:46 PM
merry gyatmas
December 25, 2024 at 5:46 PM
Yeah, and thanks!
December 8, 2024 at 6:22 PM
No no, it's the fact that the camera will only maintain a "pixel perfect" view in rotations along the Y axis that are a multiple of 90 degrees. After all, the window is 640x360, and everything has been sorta calculated to fit that sort of a projection
December 8, 2024 at 5:57 PM