Very clear and efficient tutorial, it comes through that you truly understand what you're doing and what you want to communicate. Easy sub from me, keep up the awesome work.
Great tutorial! Best I've seen on tilemap / isometric for Godot 4. On to collision, edges & player movement 🙌 I didn't quite understand the main advantages of working using Y-sort but I'm rolling with it, seemed like you knew what you were talkin bout!
Y-sort determines the order that things should render. So if blocks are stacked on top of each other, and there is another stack behind that, all the blocks in the closer stack render in front of the farther away stack
its 9.30pm, ive been gamedevving all day, so thank you so much!!! this helped me a lot!!! Can't wait to put my first ever self-made assets into my prototype :D
Good explanation of the render and origin setting. Thats missed out in many other tutorials where they just set parameters without explaining because the used prepared assets where they know what to put upfront to align the height.
Nice video. Thanks. Should be nice add a new video about moving characters in this world and being able to walk over stairs, using the case of that half height block, or even an special block for stairs.
This was useful I want to make an isometric game and there are barely any tutorial outthere, if you have more stuff related to isometric style I would like to see them
Really nice, uncomplicated intro to the basics of isometric rendering. Are there any options for culling fully hidden tiles during run-time? Just thinking about where you might implement a kind of x-ray camera when the player goes underneath some tiles.
Super nice lecture. I have a question at 1:28, you just have explained how to add atlas image into the TileSet. Then how can I add atlas image into the TileSet through the script? Thank you.
Super helpful thank you! I'm a little confused why the coordinates for hte Vector2i need to be 2,2 and not 3,3 to place a block in the center of the 3x3 grid. 2+range(3) should give 2+0 2+1 2+2 right? so the center index would be 2+1=3? Could you help me connect what I'm missing here? Thank you!
@@ThinkWithGames Right yes, that makes sense. Is there a different tilemap config option that would respect 'columns' of blocks all having the same coordinate and differing only by layer they're placed on?
Thank you for the tutorial! Just a side note, from my experience, the fiddling with Y-sort and Z-index does not seem necessary, I just create a second/third etc layer and paint on it and the tiles display correctly on top of the previous layers.
@@ThinkWithGames I got a red X in the filesystem for iso_tileset.png and it wouldn't show a thumbnail. It wouldn't load into ms paint either. By right clicking the displayed image in github and doing "save image as" I was able to use it. I have now customized the .png with new colors and I'm moving forward. Thank you for asking. This is the most helpful tutorial on youtube for my purposes. Thumbs up :)
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This was one of the most clear, concise tutorials I've seen. 🙏
Very clear and efficient tutorial, it comes through that you truly understand what you're doing and what you want to communicate. Easy sub from me, keep up the awesome work.
Thank you!
Great tutorial! Best I've seen on tilemap / isometric for Godot 4. On to collision, edges & player movement 🙌 I didn't quite understand the main advantages of working using Y-sort but I'm rolling with it, seemed like you knew what you were talkin bout!
Thanks for watching! I assume you meant move onto my video on collision, edges and movement ;) th-cam.com/video/8HvcHtauKoc/w-d-xo.html
Y-sort determines the order that things should render. So if blocks are stacked on top of each other, and there is another stack behind that, all the blocks in the closer stack render in front of the farther away stack
You'll quickly understand the importance of Y-sort if you forget to turn it on lol
Nice video! Just downloaded your template from the godot asset library and was surprised how well this is suported by godot out of the box.
Glad you like it!
its 9.30pm, ive been gamedevving all day, so thank you so much!!! this helped me a lot!!! Can't wait to put my first ever self-made assets into my prototype :D
You've done in minutes what would have taken me a few hours in Unity. I'm loving Godot! Great work!
Glad I could help!
Good explanation of the render and origin setting. Thats missed out in many other tutorials where they just set parameters without explaining because the used prepared assets where they know what to put upfront to align the height.
Nice video. Thanks. Should be nice add a new video about moving characters in this world and being able to walk over stairs, using the case of that half height block, or even an special block for stairs.
Amazing! We needed this!!! Thanks and please continue!
Hey! I'm in a game jam right now, and I wanna build an RTS thingy - your tutorial was a big help!
Exactly what I needed. Thanks man.
Good tutorial, to the point and nothing extra
Thank you this really helped out a lot!
Fixed it thank you for the video
Thank you!
Useful video, thanks!
This was useful I want to make an isometric game and there are barely any tutorial outthere, if you have more stuff related to isometric style I would like to see them
Great tutorial, assively helpful.
Just the video I needed 😢
Really nice, uncomplicated intro to the basics of isometric rendering.
Are there any options for culling fully hidden tiles during run-time? Just thinking about where you might implement a kind of x-ray camera when the player goes underneath some tiles.
Awesome!
Easy to follow, good tut!
Glad it helped!
THank you. Great tutorial. Would you be against making tutorial on how to add cubes while running the game (in game)? That would be awesome.
That is covered in this video (the sequel to this one). You use set_cell th-cam.com/video/8HvcHtauKoc/w-d-xo.html
Super nice lecture. I have a question at 1:28, you just have explained how to add atlas image into the TileSet. Then how can I add atlas image into the TileSet through the script? Thank you.
unfortunately I don't think you can add images to the tileset with a script
I don't want to rotate my camera 45 degrees, is there really no option for isometric tilemap in compatibility mode?
Apparently you have to create the tilemap first, then click on it to see the options XD Good luck, strugglers!
Super helpful thank you! I'm a little confused why the coordinates for hte Vector2i need to be 2,2 and not 3,3 to place a block in the center of the 3x3 grid.
2+range(3) should give 2+0 2+1 2+2 right? so the center index would be 2+1=3?
Could you help me connect what I'm missing here? Thank you!
Glad you liked the video! Since the blue block is on the second layer "layer1", the coordinates need to be offset to make it line up. Hope this helps!
@@ThinkWithGames Right yes, that makes sense. Is there a different tilemap config option that would respect 'columns' of blocks all having the same coordinate and differing only by layer they're placed on?
@aviananalyst404 sorry I haven’t looked into that, but it might exist
@@ThinkWithGames No worries!
I am having issue doing this as hexagon pixels any helps?
Please make a video about how to code the dynamic tiling on Godot 4.3.
What do you mean by dynamic tiling?
@@ThinkWithGames Through gdscript, since the tilemap node has changed.
But i don't know how to move my characters there
Or going up the stairs movement in the game isometric
Thank you for the tutorial! Just a side note, from my experience, the fiddling with Y-sort and Z-index does not seem necessary, I just create a second/third etc layer and paint on it and the tiles display correctly on top of the previous layers.
i dont have the shape and layout options
What time stamp?
@@ThinkWithGames 0:38
@@ThinkWithGames i found it i had to right click edit
I don't understand why we did the coding at the end of the video .
It was to show how to place tiles through a script instead of only in the editor (like if you wanted to change the grid while the game is running)
20 seconds in and I can't get the .png to work.
can you be more specific? What about it isn't working? Any error? Or just doesn't load in for the tile set?
I saw your original comment, and to "import" you just put the image in the project folder. That's it, no extra button needed
@@ThinkWithGames I got a red X in the filesystem for iso_tileset.png and it wouldn't show a thumbnail. It wouldn't load into ms paint either. By right clicking the displayed image in github and doing "save image as" I was able to use it. I have now customized the .png with new colors and I'm moving forward. Thank you for asking. This is the most helpful tutorial on youtube for my purposes. Thumbs up :)