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)

Creating Custom Data Layers with the TileSet

In this recipe, we are going to use a Custom Data Layer. We will name it Coins to add an Int variable with a value of 10. In the two previous recipes, we edited the tile and then confirmed the settings in the Paint properties. This time, we are going to only set up the Paint properties before we paint the tile in the TileMap.

Getting ready

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

How to do it…

First, we are going to create an alternative tile to add a navigation layer to the tile:

  1. In the TileSet editor, go to the section to the left of the sprite sheet. Left-click on Select, which is in between Setup and Paint.
  2. In the TileSet editor, right-click on the yellow $ in the sprite sheet. Its atlas coordinates are (2, 14).

Figure 8.10 – Atlas coordinates (2, 14)

  1. Left-click on Create an Alternative Tile from the drop-down list.
  2. ...