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)

Playing with the new TileMap tools

In this recipe, we will use the TileMap editor to paint our tiles. We will use TileMap tools such as Paint, Rect, Line, Bucket fill, Picker, and Eraser, and place random tiles.

Getting ready

For this recipe, we are going to continue from where we left off in the last recipe.

How to do it…

In the first three steps, we are making sure we are in the TileMap editor and the Ground layer is selected. We should be if you just finished the last recipe. Follow these steps now:

  1. In the Scene tab, left-click on the TileMap node.
  2. At the very bottom of the bottom panel and to the right of TileSet, click on the TileMap editor.
  3. Make sure the Ground layer is selected. It is to the right of the TileMap tools we are going to use in this recipe. See Figure 8.5 to see the TileMap editor.
  4. Select the Paint (D) icon located to the right of the Tile | Patterns | Terrains tabs, and the Selection (S) icon at the top of the bottom panel...