Ah, close. For a while there, i thought this was going to be the godot version of "How to Tile a Texture Without Repetition" by Blender Guru. I was about ready to be blown away. Nevertheless, the title & thumbnail delivered. Would be a great followup video idea of this tutorial though. Nice channel! Keep it up!
For pixel art you might want to sample the noise texture using nearest filtering to actually get a pixelated effect and match its resolution with the size of the parallax layer/color rect.
If anyone is having the problem where the background suddenly snaps to another position, make sure the TileMap is big enough. (I would say atleast double your screen size), fixed most problems for me.
@@LittleStrykerID yah, i know a little about it, but I mean like... to make the scenario doesnt look that repetitive. Oh, and a problem that I found is that TIleMap layers don't work with this method
ah i see, so you can use array to store the preload scenes and randomize the instantiate process randomly from the array oh and what's the problem with the TileMap layers?
ini tutorial nya bro, menit 10:36 th-cam.com/video/yLxYzI4oMMU/w-d-xo.html prinsipnya sama, cuma mungkin beda node yg di pake, soalnya video ini pake godot 3.4
@@LittleStrykerID maybe they're having the same issue im having? it works if you just have one tile in the tilemap. i wanted to add bushes and stuff but then it like jumps around when the player is moving and ruins the effect + makes the game hard to play.
Currently halfway through video but im trying to make survivour type game so there gonna be lots of enemies and attacks going on just generating 2 enemy per sec , one bullet going for enemy and some rotating around player with parallax background drops fps like crazy. TIle is procedural generated @onready var tileMap =$ParallaxBackground/ParallaxLayer/TileMap const Map_size = Vector2(256,256) const LAND_CAP = 0.2 func _ready(): generateWorld() func generateWorld(): var noise = FastNoiseLite.new() noise.seed = 1 #randi() var cells : Array = [] for x in range(-Map_size.x/2,Map_size.x/2): for y in range(-Map_size.y/2,Map_size.y/2): var a = noise.get_noise_2d(x,y) if a
@@LittleStrykerID i dont think there is any other problem which is droping the fps(I also tried micro optimization). If i remove the parallax background and just display 256 x 256 (tile size 16)map fps is pretty much above 100 - 120. But as soon as i add parallax it draws 65,536 tile size of 16 especially if i stand at middle of where 4 tile meet all four tile map of 256x256 are displayed dropping fps less than 10. I upgraded to godot4.3 and tried parallax2d and after that when im between lets say 100,100 and only tils from this tilemap is shown fps increases to 40ish.
Pretty awesome, looks like we are all trying to make a survivor game haha. This is really cool
Watching this and your 3D card flip, these are great! subbed
Subbed. This is super cool tutorial (and also super cool game art). Please keep up the great work :)
Thanks!
Ah, close. For a while there, i thought this was going to be the godot version of "How to Tile a Texture Without Repetition" by Blender Guru.
I was about ready to be blown away. Nevertheless, the title & thumbnail delivered.
Would be a great followup video idea of this tutorial though.
Nice channel! Keep it up!
For pixel art you might want to sample the noise texture using nearest filtering to actually get a pixelated effect and match its resolution with the size of the parallax layer/color rect.
I would mock you for making a Vampire Survivors clone if I wasn't working on something similar myself 🙂 Good luck with it.
Thanks man that was very helpful.
If anyone is having the problem where the background suddenly snaps to another position, make sure the TileMap is big enough. (I would say atleast double your screen size), fixed most problems for me.
trying to replicate this in godot 4 but it seems the TextureUniform option is gone. Anyone knows what i should be using?
It's Texture2DParameters
It's Texture2D
Please, selector image background in options game😢tutorial please
Hi! How would I do if I want to spawn random elements in specific locations of the map? Like a Chest or some trees?
Hello! It is basically the same as spawning enemies, you might want to read on or find tutorials on how instantiating scene work in Godot
@@LittleStrykerID yah, i know a little about it, but I mean like... to make the scenario doesnt look that repetitive.
Oh, and a problem that I found is that TIleMap layers don't work with this method
ah i see, so you can use array to store the preload scenes and randomize the instantiate process randomly from the array
oh and what's the problem with the TileMap layers?
@@LittleStrykerID forget about it, i`m just a newbie lol figure out and created a precedural map with chunks and tilemaps
@@viquitorious ah yeah I know, it's hard to make procedural map that look good.
No problem, good luck with your project!
How do I keep my player anchored to the center of such levels
you might add camera node under your player node to make it follow the player.
@@LittleStrykerID thank you will try
bang gimana caranya gerakin shadernya kalo pake visual shader
ini tutorial nya bro, menit 10:36
th-cam.com/video/yLxYzI4oMMU/w-d-xo.html
prinsipnya sama, cuma mungkin beda node yg di pake, soalnya video ini pake godot 3.4
Bisa lewat UV coordinate nya di sambil di multiply sama TIME
does not work at all
Whoah, really?
@@LittleStrykerID maybe they're having the same issue im having? it works if you just have one tile in the tilemap. i wanted to add bushes and stuff but then it like jumps around when the player is moving and ruins the effect + makes the game hard to play.
Currently halfway through video but im trying to make survivour type game so there gonna be lots of enemies and attacks going on just generating 2 enemy per sec , one bullet going for enemy and some rotating around player with parallax background drops fps like crazy. TIle is procedural generated
@onready var tileMap =$ParallaxBackground/ParallaxLayer/TileMap
const Map_size = Vector2(256,256)
const LAND_CAP = 0.2
func _ready():
generateWorld()
func generateWorld():
var noise = FastNoiseLite.new()
noise.seed = 1 #randi()
var cells : Array = []
for x in range(-Map_size.x/2,Map_size.x/2):
for y in range(-Map_size.y/2,Map_size.y/2):
var a = noise.get_noise_2d(x,y)
if a
I need to see the project file, because I don't see any problem with the code snippets you showed me
@@LittleStrykerID i dont think there is any other problem which is droping the fps(I also tried micro optimization).
If i remove the parallax background and just display 256 x 256 (tile size 16)map fps is pretty much above 100 - 120. But as soon as i add parallax it draws 65,536 tile size of 16 especially if i stand at middle of where 4 tile meet all four tile map of 256x256 are displayed dropping fps less than 10.
I upgraded to godot4.3 and tried parallax2d and after that when im between lets say 100,100 and only tils from this tilemap is shown fps increases to 40ish.