Book Image

Godot 4 Game Development Cookbook

By : Jeff Johnson
5 (1)
Book Image

Godot 4 Game Development Cookbook

5 (1)
By: Jeff Johnson

Overview of this book

Want to transition from Godot 3 to 4? Look no further than the Godot 4 Game Development Cookbook. This comprehensive guide covers everything you need to become proficient with the latest GUI, GDscript 2.0, Vulkan 2D/3D rendering, shaders, audio, physics, TileSet/TileMap, importing, sound/music, animation, and multiplayer workflows. With its detailed recipes, the book leaves no stone unturned. The Godot 4 Cookbook begins by exploring the updated graphical user interface and helps you familiarize yourself with the new features of GDscript 2.0. Next, it delves into the efficient rendering of 2D and 3D graphics using the Vulkan renderer. As it guides you in navigating the new Godot 4 platform, the book offers an in-depth understanding of shaders, including the latest enhancements to the shader language. Moreover, it covers a range of other topics, including importing from Blender, working with audio, and demystifying the new Vulkan Renderer and the physics additions for 2D and 3D. The book also shows you how the new changes to TileSet and TileMap make 2D game development easy. Advanced topics such as importing in Godot 4, adding sound and music to games, making changes in the Animation editor, and including workflows for multiplayer in Godot 4 are covered in detail. By the end of this game development book, you’ll have gained a better understanding of Godot 4 and will be equipped with various powerful techniques to enhance your Godot game development efficiency.
Table of Contents (13 chapters)

Making 2D Games Easier with TileSet and TileMap

In this chapter, we will download a hex tileset and add a TileMap to Godot. We will set up the tileset to paint on the TileMap. We will add two layers to the TileMap: a ground layer for the background and an objects layer to place trees on top of the ground layer. We will use TileMap tools such as Paint, Rect, Line, Bucket fill, Picker, and Eraser, and place random tiles to paint our tiles to the TileMap.

We will edit the color of a tile in the sprite sheet and see what other ways we can use to edit a tile. We will create an alternative tile and add a collision layer to the tile. We will set up a navigation layer on the tiles and use Custom Data Layers to add an Int variable with a value of 10 to a tile.

We will create four terrain tilesets and manually paint them to the TileMap. We will download a new tileset and add a new TileMap. We will set up the tiles as a terrain and paint the terrain to the new TileMap, so they tile automatically...