`Hello, I realize there are numbers of videos on this subject, but I also had a question and seeing how a lot of the answers here are a lot kinder and approachable I was wondering if someone could give me a more in-depth answer. I’m currently making a topdown 2d scene, with the parent being Node2d>Node2d (idk why I made two) > Tilemaplayer>player>scene trigger (for changing scenes) I think the main problem that is occuring is that it’s not letting me scene change because it’s infinite loading my current scene, the original scene you start in.
So I thought maybe I’m supposed to make the tilemaplayer just the ‘walkable’ area and that’s it but I can’t seem to find an easy way to do that? Just number of creating boudaries around that tilemaplayer, which I think I found a few tutorials for, but how does that work exactly? How does the game know to not load anything beyond that collisions that I’ve created around the player and not load infinitely into the gray areas? Also is there no built in function within godot4 to make it so the tilemaplayer is the only walkable area?
Again I’m sorry if these questions are very new, but I would really appreciate an answer that even someone new as me can understand.`
I try to answer each of these questions adequately:
So I thought maybe I’m supposed to make the tilemap layer just the ‘walkable’ area and that’s it but I can’t seem to find an easy way to do that?
There are two scenarios (I didn’t understand which one you have from your post):
The game environment is limited:
Therefore, you always have coordinates where the generation stops.
You also need to remember that only those on-screen should be active, otherwise it will be very slow.
The environment is unlimited:
In this case, you only need to keep those that are far away from the screen inactive.
Just number of creating boundaries around that tilemap layer, which I think I found a few tutorials for, but how does that work exactly?
I have no idea about this, I have never tried it.
How does the game know to not load anything beyond the collisions that I’ve created around the player and not load infinitely into the gray areas?
This is usually done with VisibleOnScreenNotifier; if your ground is limited, it is simply enough to keep the player away, nothing else will be generated in that area (I will provide some tutorials below).
Also is there no built-in function within Godot 4 to make it so the tilemap layer is the only walkable area?
This node is mainly used for generating limited screens, which is why limitations are done manually, but I will introduce a tool in the links section.
One note: The forum is not primarily a good place for learning; it’s more of a Q&A place for when there is a problem doing something. Try to look through tutorials, and if you have a question somewhere, then ask it. Of course, Tutorials and Resources are still good resources.