Make an Action RPG in Godot 3.2 (P8 | Collisions with Autotiles)

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Learn to make an Action RPG in Godot Engine 3.2. Godot is a wonderful free and open source game engine designed for indies. It is powerful and flexible.

This video was made possible by my wonderful Kickstarter backers.




Thank you all so much for your support!

💬 Comments
Author

Adding collisions to your autotiles is a fairly simple process (even if it isn't super fast). Learn how to do it in this video.



Author — HeartBeast

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Just an FYI as I didn't see a comment here: you can copy a bit mask from another tile set and paste it. So as long as you have the same tile configuration, you don't need to redo it every time.

Author — David Owens

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At 9:14 "I haven't ever contributed to Godot before." Oh, yes you have. Your tutorials convinced me to start learning Godot.

Author — AJ Gentile

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Actually, doing depth sorting to walk behind the cliffs is pretty easy to do. I found you can turn on "Y Sort" in the TileMap properties and set "Tile Origin" to Center then make the cliff TileMap a child of the Y Sort node. To set up the collisions just create half-sized collision boxes in the cliff TileMap for all tiles that show the edge of the cliff along the top. Set the grid snap to 16x16 to help with this.

You still need a tile set image without the transparency but getting it to work in Godot is very easy.

One last thing: any bushes, trees etc. that you want on top of the cliff, particularly overlapping the edges, should go in a Node2D placed in the scene tree outside of and below the Y Sort node.

Author — Walter Barnes

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After this series ends, I would love to see a single stand alone video on working with lights and occlusion in Godot.

Author — Michael Capone

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Hey Benjamin... thanks again for your continued efforts. So glad I backed you on KS. You truly are an incredible asset to the Godot/programming community.

Have a wonderful weekend!

Author — c0rbn dallas

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For Tilesets you can at least step through the Tiles with [PgUp] and [PgDwn] - this makes it a little easier and not necessary to move across the whole screen all the time.


Regarding the priority settings: Always remember that there also have to be duplicates in the bitmask for each priority variation.
Variations are only shifted among tiles with a matching bitmask set up.

Author — YouTubsel

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I used to love Fridays, but now, not so much. We have to wait two days before the next video instead of just one. Can't wait for Monday!

Author — Michael Capone

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When I was setting up the collisions to on my tiles I kept hoping they would add a right click in the future.
Because right clicking doesn't do anything in the tile edit window, and it would be so convenient to just right click to get a drop down menu with the different collision shapes, for example.

Author — Eduardo Isla Venegas

Author

Your suggestion at 9:07 is now a feature! You can create new rectangles in the TileMap collision tab by hitting (Shift+R).
Not sure if anyone pointed it out so I thought I'd chime in, as it does make that part of the workflow considerably faster :D

It's important to note that you still have to click somewhere on the screen to make it show up, i.e. the next tile.

Author — CARBONS IN A TRENCHCOAT

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Thanks Ben for another wonderful entry in this already special series. I can't wait until we get to attack something.

Author — Michael Capone

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Your comment on how to improve the setting of collision boxes is valid. However, I think a better way would be to be able to select multiple tiles (in the usual way - Ctrl+A, Ctrl+Click, Shift+Click) and then set as collision boxes. It wouldn't work for polygons but in the example in the video it could have reduced the entire process to a couple of clicks.

Author — Scraggle001

Author

09:14: "I haven't ever contributed to Godot before."
Not true. You have convinced me to give Godot another look ... after giving it a darn good try, hitting bugs and issues, and virtually giving up on it 12+ months ago. And I'm liking the new Godot a lot better this time round - all thanks to you ! 👍 +1 LIKE on all your videos, and +1 SUBSCRIBE.

Author — MoosesValley

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Honestly, it is going to take me a while to understand and remember this Bitmask procedure. I really hope them make this more user friendly in later 3x versions and in 4 and not just add new features. Seems like a lot of steps.

Author — Richard Maranta

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As satisfying as filling out bitmaps is (it's very pleasing), this is also an opportunity to copy the bitmask from the original TileMap and paste it into the new one!

Author — Praxis

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*Loving that intro, loving the way you teached me on how to progress this far, thanks alot!*

Author — U23RN6M3

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Even though I got to this video directly(not having seen the previous ones), that video was really good and added a lot to the other videos autotile related that I've seen.
I was really in doubt about how to make specifically cliff autotile bitmasks, because I didn't really get the concept of the bitmask selection yet - and I don't know if there is one, but couldn't find a page about it in godot's docs.
Great job and thanks for the content!

Author — Kleber Nascimento Gueriero

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Great job on this series! I'm loving it so far! Godot is awesome, and your videos have made learning Godot a fun and enjoyable process!

Author — Chase Opsahl

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Is there a way to re-config the tile mapping so can have your own version on how Godot reads your tile motif?

Author — Miyoko Ko

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I love that your advice was implemented. Shift+R is the new(ish) hotkey for tilemap collision rectangles.

Author — Luke H