Comments

Log in with itch.io to leave a comment.

Hi, is there a way to click on a tile and be able to perform an action, like opening a window with information about the object?

The system is too complex to figure out what function does this or that. So I don't know if there is such a possibility.

Currently no but getting the tile or object under cursor from mouse / press position is doable. Are you looking more to select the tile or the scene objects directly?

Node2Ds can implement mouse_entered() and mouse_exited() signals as a way to trigger things like changing color to show hover overs (or communicate with a UI to show info about the hovered node).

I could see how a selection mode would be helpful for the GridBuilder plugin itself though to show hover overs. Things like RPG statistics would need to be extended by game specific code though since there's no way to know anything but basic node information inside the plugin (Could just be as simple as a custom display UI during selection or hover)

Let me know what you think - if it should be more like selecting the tile and getting a list of objects on it or just showing info of the first object under the mouse cursor. I will add something like this to the list of requested features.

(2 edits)

Hey Chris, Can you help me with a strange issue that I can't seem to solve? I downloaded the "grid_building_demo_project_4.0.1 (Godot 4.3)" and put "grid_building-4.0.3" and "grid_building_inventory-4.0.1" in the right addon folders to test the demos (specifically the isometric one). I activate the plugins and everything works perfectly except for the saving process. When I click the save button I get an error from the debugger that says "Invalid call to function 'save' in base 'Node (PlaceableInstance)'. Expected 1 arguments. So I go and check and the save method wants a "p_include_uid" as input boolean input, so I don't know how should it work. I didn't modify anything this is the stock code downloaded from Ithc.io.

Edit: I fixed it by removing the input in the save() function inside PlaceableInstance, but I think this needs to be fixed

(1 edit)

Another thing you and anyone else having the issue could try is going to placeable_instance.gd and editing the save function from

```func save(p_include_uid : bool) -> Dictionary:```

to

func save(p_include_uid : bool = false) -> Dictionary:

So it has a default value temporarily. This seems to be a demo specific bug but shouldn't effect regular plugin use. I will be sure this is patched for the next release which is soon.

Hi! Is there any way of deleting buildings you've placed down, or any way of modifying the code so that you are able to delete things that you place down?

Working on it right now for the next update. Will include moving objects as well through the new Manipulation System.

Ah sick! Is there any sort of ETA as to when the update will be out

(1 edit)

Hoping for within a week or two if all goes well. I'll post on Itch, Patreon, Kofi, and probably make a YouTube video or two as soon as it's ready.

Oh sick nice! I'll definitely pick it up once that's out!

Hello Chris, I am making an isometric RTS game and I am using your plugin for the buildings and units spawn. Currently, I am using the version 3.2.2, is it safe to upgrade to version 4.0.3? or do you have any guide or recommendation for the upgrade? Thanks.

(1 edit)

Here's the main updated setup video for 4.0. Definitely back your project up before upgrading. 4.0 has several renamed and upgraded resources so you'll see some empty properties in the node inspectors (BuildingState instead of BuildingSignalBus for instance). Placeables themselves are mostly the same. There is also an updated setup guide in the README.md let me know if you have any issues (Discord invite link also in the README)

(3 edits)

Hey Chris! I was wondering your plans for the future with the TileMap being deprecated in favor of TileMapLayer. Will you update the plugin to use the new Node or only support current and older versions of Godot? Also, is it possible to stack objects on Isometric mode? If not, will that be added in the future?

I plan to implement for TileMapLayer and keep backwards compatibility for TileMap if possible (have to experiment more with #region for whether that can be in the same plug-in version)

There's not direct object stacking in isometric ATM. I can add it to my requested features list though. You're looking for multiple objects to occupy the same square while visually being stacked on top of each other right? (Disgaea turn based tactics comes to mind where you could pick up allies or enemies) If you have an example link, that would help - thanks.

That's lovely!

By stacking I mean something similar to Unpacking, where you can place a  2x3 table, and then on top of it you can stack different smaller tiles like decorations or a TV. But yes Disgaea is also a good example of this from what I can see. I'll try to implement it with the current version of this plugin but having it builtin would be extremely useful! I'll link two videos that I came accross before finding your plugin, maybe they will help if you decide to implement this in the future :)

Tilemap Stacking in Game

Tilemap Stacking Through Code

Looks very doable. I have it on my todo list but working on some other core features first. Thanks for the great examples.

Can it remove or move buildings yet?

Not yet but I will be working on it soon for an upcoming release update. Right now I'm working on making saving / loading with instanced scenes easier but removing and moving objects comes right after that. I will have 4.0 out soon for that and several other features and then 4.1 should be moving / removing after that. I'd like to put in the ability to recover resources spent to build in demolition as well.

Watch for updates @ https://chris-tutorials.itch.io/grid-building-godot/devlog. Should be posting soon.

hey i just got the plugin and was checking out the demo but i seems to have dependency issues with the grid_building_gut_testing addon and i can't find anywhere to get it, and the collision checks for the top-down demo does not work which might be because of the dependency issues

(1 edit)

Have the same issues. Not sure if I even do the first step correctly. Unfortunately the youtube video doesnt work anymore. I hope I didnt lose $30 :/

well the plugin runs without that specific dependency, and if you have the same issue with the demo running into a error when starting its because the node PlaceableSelectionUI under canvas layer have a array in its properties called placeables that has a empty slot, if you remove that slot you can run the demo and place things, it just don't check placement rules for some reason. My guess is that Chris restructured some stuff and it broke the top-down demo and didn't notice, probably a easy fix so i wouldn't worry about losing out 30$

(4 edits)

UPDATE:

  • Removed the null placeable reference in top down demo. Should work again. Updated demo uploaded grid_building_demo_project_3.2.1
  • Added a test to check demos for null placeable references on the UI.
  • Moved testing folder from addons/grid_builder_gut_testing to test for clarity. These tests validate that the plugin should run correctly and shouldn't be needed in your actual project (but feel free to copy them in and run them with Godot Unit Test (GUT) if you know how)

The gut testing 'addon' is just for running unit tests within the demo project to test the real addon's functionality (I probably will just move this to a folder called test in the demo project in the future) I will check the mentioned collision problems and update the empty / null placeable in the demo asap.

(+1)

tried it and it works now, thanks for the quick response

(1 edit)

I tried to combine it with project in this video but it doesnt work for me.

Ping me on discord here and I'll help sort it out. Screenshots will help, thanks. https://discord.gg/SEueCPFN

Hey Chris do you have any plans to allow for moving after placing?

(+1)

Good idea for a feature. I will add it to my list - something I can implement at the same time I do object deletion / destroy. Working on finishing up testing for isometric mode atm.

My game is isometric 2D, can this plugin be used? Or after I pay the plug-in, you can provide me with modification methods

(1 edit)

Let me make an isometric test scene and get back to you on it since I haven't made a setup for isometric yet. At the very least, the rule check shape will need to be rotated the isometric angle but let me see if it's as simple as that or if some functions will need to be modded for isometric.

Hi Chris, I bought this plugin which is great. I want to ask the same question: can this plugin be used for isometric 2D? Could you make an example scene to show how to use it? I want to switch to isometric 2D but dunno how to deal with this plugin 0.0

I'm currently writing tests for an isometric demo. I had to add support for skew which is still only in my dev version (since isometric use irregularly shaped rectangles). Currently getting collisions to work nicely. If all goes well it will be the next update and there will be a guide on how to use it with isometric.

Just added the new version that supports isometric. You'll want to take the rule_check_indicator_isometric.tscn and adjust it's size to your tile_map. You can check the demo for how to set it up for now and I'll be making a Isometric video tutorial.

I added Isometric support. For now see the demo but I'll make a video tutorial for setting up Isometric mode.

Hi ! I just bought youre plugin, it's awesome ! I follow youre tutorial too and i see i don't have the 'TopDown' folder inside the 'demo' folder, is it normal or did i do something wrong ?

(2 edits)

The demo is now in a secondary download grid_building_inventory-3.1.0.zip. I didn't have the latest demo up there when you posted the question sorry about that! The demos are separate from the main package to reduce clutter from the plugin (and those people's main game projects). Just posted the update to the plugin so I recommend updating while you're at it. I'll have a new tutorial out soon. Let me know if you have any further questions. Thanks!