Ah, close. For a while there, i thought this was going to be the godot version of "How to Tile a Texture Without Repetition" by Blender Guru. I was about ready to be blown away. Nevertheless, the title & thumbnail delivered. Would be a great followup video idea of this tutorial though. Nice channel! Keep it up!
For pixel art you might want to sample the noise texture using nearest filtering to actually get a pixelated effect and match its resolution with the size of the parallax layer/color rect.
@@LittleStrykerID yah, i know a little about it, but I mean like... to make the scenario doesnt look that repetitive. Oh, and a problem that I found is that TIleMap layers don't work with this method
ah i see, so you can use array to store the preload scenes and randomize the instantiate process randomly from the array oh and what's the problem with the TileMap layers?
ini tutorial nya bro, menit 10:36 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yLxYzI4oMMU.html prinsipnya sama, cuma mungkin beda node yg di pake, soalnya video ini pake godot 3.4
@@LittleStrykerID maybe they're having the same issue im having? it works if you just have one tile in the tilemap. i wanted to add bushes and stuff but then it like jumps around when the player is moving and ruins the effect + makes the game hard to play.
Currently halfway through video but im trying to make survivour type game so there gonna be lots of enemies and attacks going on just generating 2 enemy per sec , one bullet going for enemy and some rotating around player with parallax background drops fps like crazy. TIle is procedural generated @onready var tileMap =$ParallaxBackground/ParallaxLayer/TileMap const Map_size = Vector2(256,256) const LAND_CAP = 0.2 func _ready(): generateWorld() func generateWorld(): var noise = FastNoiseLite.new() noise.seed = 1 #randi() var cells : Array = [] for x in range(-Map_size.x/2,Map_size.x/2): for y in range(-Map_size.y/2,Map_size.y/2): var a = noise.get_noise_2d(x,y) if a
@@LittleStrykerID i dont think there is any other problem which is droping the fps(I also tried micro optimization). If i remove the parallax background and just display 256 x 256 (tile size 16)map fps is pretty much above 100 - 120. But as soon as i add parallax it draws 65,536 tile size of 16 especially if i stand at middle of where 4 tile meet all four tile map of 256x256 are displayed dropping fps less than 10. I upgraded to godot4.3 and tried parallax2d and after that when im between lets say 100,100 and only tils from this tilemap is shown fps increases to 40ish.