Wrzlprnft
Wrzlprnft
How about turning off the "[monitorable](https://docs.godotengine.org/en/stable/classes/class_area2d.html#class-area2d-property-monitorable)" property for the ZoneX Area2D's? As far as i can see, they only need to detect the player entering and exiting, but do not...
That was quick! Thanks! About my performance concerns: I am not sure wether the change adresses any performance concerns i had, but from the further reading i did, having them...
A 2D game, where the perspective is not straight top down, but rather a 45 degree-ish angle (or an isometric view, now that i think about it), needs some Y-Sorting...
If the 2D game is 100% top down view, then this will be not needed. If it isn't, and the viewing angle of the assets is more like 45 degree...
Oh, i didn't think of just calling connect from the zone on the trigger... whoopsie Yeah, looks good to me 👍
I traced it down to a zone having a tilemap with YSort enabled after being loaded and the unloaded at the point of quitting causing that error. i haven't found...
Would be a system to hand off NPC's traversing between zones within the scope of this project? I assume one would put objects that block pathfinding on the connecting points...
Ill dabble with it and see if i can come up with something. Might take a while, though, as i am just starting with the entire topic of pathfinding.
It's been a while. Here are my conclusions on the npc stuff so far: > Would be a system to hand off npcs traversing between zones within the scope of...
i think this came up before, but stayed unresolved. Though, that would probably require fighters memorizing to which carrier they belong, and i recall that not being the case.