better-terrain
Terrain plugin for Godot 4 (by Portponky)
tile_bit_tools
A Godot 4 plugin for autotile templates and terrain bit editing (by dandeliondino)
better-terrain | tile_bit_tools | |
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6 | 5 | |
378 | 48 | |
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7.5 | 5.6 | |
4 days ago | 21 days ago | |
GDScript | GDScript | |
The Unlicense | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
better-terrain
Posts with mentions or reviews of better-terrain.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-21.
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I think Godot's pattern and autotiling system is lacking? How do I add functionality to Godot to make Procedurally Generated Dungeons like Zorbus?
Have a look at this plugin: https://github.com/Portponky/better-terrain
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How toi replace "update_bitmask_region() for Godot 4 ?
Hello, I made a plugin available at https://github.com/Portponky/better-terrain which implements an autotiling system with functions like you require. In my experience you will struggle to get any useful functionality out of the Godot 4 terrain system.
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Invalid call. Nonexistent function 'update_bitmask_area' in base 'TileMap' in Godot 4
If you want autotiling behaviour in Godot 4, I made a plugin called Better Terrain available at https://github.com/Portponky/better-terrain which has all the capabilities you would expect, and a similar API to godot 3 (write tiles then call update for the area). That will be able to do what you need.
- [Godot 4 tilemaps] How can I get different terrains to connect to each other?
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How do I make it so different autotile terrain sets autotile with each other in Godot 4?
In the meantime, I have made a plugin available at https://github.com/Portponky/better-terrain which includes support for all Godot 3 autotiling features (and more). Explanation video at https://www.youtube.com/watch?v=o0wHgqYQf48 hope this helps.
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Godot 4.0 Tile Terrains - Can a tile have terrain data without being changed by autotiling?
I made a replacement tilemap terrain plugin available here which has a solution for this exact problem. There is a terrain type called "Non-modifying". Any tiles you assign to that type are never changed in the tilemap, but are take into account when working out neighboring tile connections.
tile_bit_tools
Posts with mentions or reviews of tile_bit_tools.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-12.
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Godot 4: is there any way to paint the autotile terrain in code? Or have a predetermined pattern?
TileBitTools is open source, so you can see how it's done: https://github.com/dandeliondino/tile_bit_tools
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How to copy paste bitmasks of terrains in godot 4?
If you can upload those screenshots here or to github bug reports I can try to see what’s going on: https://github.com/dandeliondino/tile_bit_tools/issues/2
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TileBitTools (Godot 4 terrain plugin) is available in the Asset Library (see comment)
Link to Github for full readme and documentation
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How do I make it so different autotile terrain sets autotile with each other in Godot 4?
It would look like this - one would be red, the other green: https://github.com/dandeliondino/tile_bit_tools/blob/main/assets/tutorial_screenshot_05.png
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Can't save changes using ResourceSaver.
No worries! I was just working on this same thing if you'd like an example (slightly different application than save game but similar idea). The @export variables are saved to the file, the ones without it are generated at runtime. This scripts inherits from another script that also has @export variables and the parent class's are also saved with ResourceSaver.save().