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Thanks for the suggestion! I wasn’t even aware that would be an issue so it gives me a good place to start looking.

I’m not completely sure what you mean by fixed coordinates though, I’m pretty sure all the coordinates are calculated based off the tile map coordinates and then just multiplied by the grid size, so the only hard coded coordinates would be the tile map coordinates. Do you know if that’s something that would be affected by resolution changes? If not you’ve still been super helpful!

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I think it might have to do with global/local coordinates.

If you design for e.g. full hd and your clicks always result in global coordinates they might cooincide with the local coords because you started from 0/0 with the full hd viewport. Your game does not stretch on resolution change but rather expand. so the click coords (global) cannot be used to get a tile from the tilemap, because it needs to be converted first.

tbh this is from the top of my head, as i fiddled with tilemaps myself some time ago. do not know if this is the actual problem at hand.


edit: look at the docs here:  https://docs.godotengine.org/de/4.x/classes/class_tilemap.html#class-tilemap-met...

That’s fantastic, thanks for your help with this!