Pixel text in Godot
I’m making a pixel art game, and I’m using the Pixel Perfect feature for that. Maybe because of this feature, my text is pixelated. Can you please tell me how to solve this problem? The sprites are fine, but the text is not readable. Screenshot of the problem
Godot Texture Import of PNG Results in Empty Canvas Instead of Compressed Texture
Figure 1: Dragging a .png
resource to the texture placeholder
Godot 4.2: Need to save mesh and vertex color information to file
I am writing a small program to generate colored meshes that look like planets using 3d perlin noise. All of that is going great, but now I need to export those meshes/colors to file for reuse in a space based game that I am writing. I am running into problems with exporting the meshes/colors.
Godot jumpscare CharacterBody2D
Hi guys i have a question. How to do when CharacterBody3D entered Area3D it will show picture(jumpscare) and there after 2 seconds it will disapierd. I am a beginner. ChatGPT did not help me. Thanks.
Why is intersect_ray saying i have too many arguments in godot 4.2.2?
I’m a beginner at Godot, I’m currently playing around with hitscan weapons etc., and using intersect_ray()
Display elements of main script in the node tree
Godot newbie here. I wrote a Godot script to make a scene with a few elements. Is there a way I can visualize the elements in the scene tree and in the 2D editor? What I would like to do is visually check what I defined in the script (collision boxes, etc.). Thanks!
How do I make a 2D Sprite move in a random direction but not go offscreen
I’m trying to make one of those Cookie Clicker-esque games where the things you are supposed to be clicking randomly move away from you, and while I got the menus working, getting the actual stuff to work is not working. I managed to get Sprite click detection working but random movements or bouncing off the edge (or preventing it from going off-screen) won’t work. Heres my GDScript code:
My 2d godot player doesn’t identify the ground
I want to define when the player touches the ground, some things happen, but it always identifies that it doesn’t come into contact with the ground.
My version of Godot is 4.2.2.
Tilemap layer being removed after calling force_update
I am attempting to set_custom_data for every tile a building touches on my tilemap. when I call force_update(0) in my runtime update func, it removes the layer completely. I am simplying modulating the tiles for debug purposes, the goal is to create a dictionary of tiles with the has_building custom data
VBoxContainer not separating PackedScene Control Node children
I have a packed scene whose layout is like so: