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Snakey33

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A member registered Apr 04, 2023 · View creator page →

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🧭 TL;DR for Godot 4.4:

If you're using TileMap nodes with tiles from a TileSet, Y-sorting is handled differently now than in Godot 3.x.

Godot 4.4 introduced:

  • A completely overhauled TileMap system

  • Scenes as tiles, layers, and custom properties

  • Automatic or manual Y-sort behavior

🧱 How Y-sorting works with TileSets in Godot 4.4

🧰 Step-by-step setup:

  1. Use a TileMap node (not GridMap).

  2. Assign a TileSet with tiles that have textures or scene references.

  3. In the TileMap properties:

    • ✅ Enable Y-Sort under TileMap > Y-Sort.

    • This tells Godot to draw tiles based on their Y coordinate on screen (lower Y behind, higher Y in front).

  4. Make sure your tiles in the TileSet editor have correct offsets:

    • If a tree is taller than 1 tile, offset the texture so its base aligns with the tile origin.

    • The tile origin is the point Godot uses for sorting.

🧠 Important concepts to get right:

🔹 Origin point = Sorting point

Godot sorts by the tile's visual bottom (the Y offset). If you don’t set that correctly, sorting looks broken.

Tip: For tall sprites like trees or houses, shift the texture up in the tile editor so the base of the object touches the tile origin.

🔹 Using Scenes as Tiles

If you're using scenes (prefabs) as tiles:

  • Your scene root should have a YSort node.

  • The TileMap will instantiate these scenes and Y-sorting will follow that node's position.

🔹 Multiple layers

If you're using TileMap layers (e.g., ground, objects, roofs):

  • You can have multiple TileMap nodes (one per layer), each with Y-sorting enabled.

  • Godot does not automatically sort between layers — you must manage layer Z-indices or draw order manually.

🔥 Bonus: Dynamic characters and Y-sorting

Your player sprite (or enemy, NPC) should be:

  • In a YSort node

  • Positioned in the same Y axis space as your TileMap

  • Then Godot will sort the player in relation to tiles (if all YSort nodes are siblings or in same parent YSort).

✅ What to double-check in Godot 4.4

  • TileMap node has Y-Sort: ON

  • Your tiles in the TileSet have proper offsets and alignment

  • Your visual layers (ground, objects) have proper Z-index if layered separately

  • If using scenes as tiles, their root nodes have YSort

  • Characters exist inside YSort containers and are placed at the same coordinate space as the tilemap

🧪 Want a fast test?

Here’s how to test Y-sorting quickly:

  1. Make two tiles: a grass tile and a tree tile (with transparent top).

  2. In your TileSet, shift the tree tile up by 32px (so the base is centered).

  3. Place the grass and tree tiles on a TileMap with Y-sorting ON.

  4. Move your character (in a YSort) behind and in front of the tree.

  5. Boom — you’ll see it visually sort properly based on Y.

HOW TO DO Y-SORTING IN GODOT 4.4

1. Basic Node Structure

Make sure your scene follows this structure:

YSort

└── Character (e.g., Node2D or CharacterBody2D)

    └── Sprite2D

    └── CollisionShape2D

IMPORTANT: The node that moves (the character) must be a direct child of the YSort node — not a grandchild.

2. Enable Y-sorting

  • Select the YSort node.

  • In the Inspector, ensure the property sort_enabled is true (enabled by default).

  • Godot will automatically sort all children of the YSort node based on their Y position.

3. Keep the Sprite Centered

Make sure your Sprite2D is centered inside the character node, because Y-sorting works based on the parent node’s global position, not the sprite’s offset.

4. Beware of Z-index Conflicts

Godot 4.4 still uses Z-index (under CanvasItem), and it can override Y-sort behavior if not set correctly.

On your Sprite2D:

  • Set Z-index to 0 or leave it empty.

  • Uncheck Z as Relative.

This ensures the YSort logic takes priority.

What if you have multiple characters?

Easy — just make all of them children of the same YSort node:

YSort

├── Player

├── Tree

├── Enemy

💡 BONUS: Instancing at Runtime

If you spawn characters or enemies at runtime, as long as they are children of the YSort node, they'll be sorted properly without any extra setup.

🔧 SMALL CODE TIP (Only if you want to force the order manually)

Normally not needed with YSort, but you can still manually change z_index:

$Sprite2D.z_index = 1  # Force to render on top (not recommended with YSort)

i leave friendship in discord..... lets talk

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Funny part where Vin meets Lord Vader

we still searching for donations and help on the budget for work hard on Metrocity

be a soul brave and help us:  Help with Some Donation

the inventory code is done, now it works with some objects you can "get" from scenario and it draw perfectly in the inventory slots, also you can "select" from inventory, now next is ellaborating some puzzles with combinations of some objects and using them in some screens etc

More Backgrounds and Screens

New Banner Screen for MetroCity:


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new screen very beautiful one:


I doing new improvements in code like the scalation of the stretchDraw system for when the characters "walk" into Z axis for make it smaller conforming they dive in depth (distance far) from the nearby point of view, it allow they move far from main screen zone making them smaller in size.

Also i prepared some new screens for interconnect them and move along different screens

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New Background (avoid to lack of graphicians i have use freepik graphics)

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hello Zhenya, i need graphician mostly for draw backgrounds and characters sprites with some animations but nothing really hard, currently im working in a Graphic Adventure like Monkey Island 2 Style, Pixelart etc

I can't pay a salary but sometimes yes i can appart few euros for gratifications sporadic but not much cos i just receive a salary normal each month and i have normal spends here like pay rent, food, electricity, internet etc

Anyway i think my idea for MetroCity is good and could result in something cool as videogame

Also i have in mind earn something in donations when i publish a DEMO or something for recruit cash for compensations to people helping me with this

if you have Discord i can add you and we meet there, we have our own channel for development of projects

This is some examples of backgrounds with character currently on construction:



Joe is working in a new screen for the "Taller of Bob"


Metrocity Alpha Test 27 April 2025

Thanks i was wondering if was in wrong area

we working hard on it, here the working place with a can of Coke (object inventory) for get

the character now walks and move along the floor


MetroCity — Extended Plot

Year 2050. The world no longer belongs to governments, but to megacorporations. Wars are no longer fought with tanks, but with patents. Cities have become vertical concrete hives, "anthills" where humanity crowds together amid neon lights, drones, and the illusory promise of uninterrupted entertainment.

Natural resources are as scarce as privacy. Bottled water is sold like champagne, and electricity depends on the mood of the dominant provider, ElectroZen Corp. The information network, called Infomalla, entertains, monitors, and anesthetizes. Between series, reality shows, and organ purchases online, most don't notice they are no longer citizens... but customers.

🎭 Characters

Fat Bob, an old mechanic and the life and soul of Ajopocho Street, is no rebel, but he's no conformist either. His belly rivals his technical knowledge in size. Although everyone knows him for his undeniable love of industrial doughnuts, he insists it's for "caloric efficiency." His workshop, filled with flying contraptions, is the last human bastion in a city that has forgotten to smell burnt oil.

Vin “Snoring” Diesel, his young apprentice, is more heart than brains (though Bob takes it upon himself to teach him both). An orphan plucked from the back alleys of Chiba Sub-Sector 4, Vin has a natural talent with his hands… but an emotional awkwardness that prevents him from speaking in front of a woman. Literally. He suffers from a rare psycho-speaking disorder that blocks his speech when he feels attracted to her.

📜 Starting point of the adventure

One morning, the workshop receives an unexpected visitor: a broken-down air taxi, without a pilot or identification, with a mysterious black box sealed with the logo of OmniCore, the most powerful corporation on the planet.

Bob and Vin, between laughter and repairs, find themselves drawn into a web of espionage, sabotage, and secrets that could change the fate of the city. Inside, the box contains encrypted data about a classified project: “HABITAT X,” an orbital megacity still under construction, destined to house the “select” while the Earth collapses.

🔎 Themes and Tones

Social satire: megacorporations, life as a client, mass surveillance.

Black and absurd humor: ironic dialogues, surreal situations.

Retro-cyberpunk: dirty technology, green screens, chips and stale coffee.

Human touch: endearing characters, with flaws and a lot of soul.

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example of the game interface (on construction) with Vin & Kate

we working in another character, Kate Middeltown, the bounty-hunter, is the platonic love of Vin when he knows her in the game and will try conquest her heart at any price...... 


MetroCity – Year 2050

Year 2050.

Corporations no longer just sell products… they sell air, water, and even memories.

They rule with an iron fist hidden behind silk gloves, using advanced technology, propaganda

and an army of drones as guard dogs.

Governments fell decades ago, replaced by corporate councils that determine what is seen, what is thought, and what is dreamed.

Natural resources are scarce and extremely valuable. Pure oxygen is sold in bottles like champagne.

Drinking water is trafficked in sealed containers with tracking chips. Only the rich know the true taste of coffee.

The Internet and fiber optic television are digital opium. Thousands of channels, millions of stimuli per second.

Holograms, virtual death contests, interplanetary soap operas. All to keep the population distracted and docile.

Because in MetroCity, overthinking is dangerous.

Cities are no longer called cities. They're now called "Anthills."

Urban golems of steel, permacrete and kflex that rise like grey mountains towards starless skies.

Each building is a hive, each apartment a cell. The citizens live piled up, one on top of the other,

breathing the same recycled air, eating the same synthetic porridge, and dreaming the same digital lies.

Ajopocho Street

In the midst of this chaos, in the slum number 47 of Sector 12, there is a small street known by its name

As ridiculous as it is forgotten: "Ajopocho". There, between spare parts stores and synthetic kebab stands,

There is the most famous workshop in the automotive underworld: Fat Bob's Garage.

Fat Bob is a legend. A classic mechanic, with more grease on his hands than on his lug nuts.

At 62, his belly rivals the energy stores of an air taxi.

She refuses to admit that her addiction to processed pastries and chocolate donuts has influenced her physique…

but your "DonuBoost" can is always within reach.

Despite his appearance and bad temper, Bob is a professional respected even by law enforcement.

Police patrol cars, air taxis from the upper-class neighborhoods, and even the occasional smuggler's ship.

They come to his garage looking for his magic hands. His specialty: the anti-gravity system, a delicate and expensive technology

that he can repair with his eyes closed and a screwdriver in his mouth.

Vin "Snoring" Diesel

Working alongside him is his protégé: Vin "Snoring" Diesel, a strong, quiet young man with a huge heart.

Vin was found by Bob when he was just a starving kid rummaging through a junk bin in the back alleys of Chiba.

Since then, he has been like a son to him.

Vin has learned the Fat Man's trade with passion and discipline. He can now disassemble an ion engine in less than an hour and calibrate it.

levitation emitters with pinpoint accuracy. But Vin has one weakness: he suffers from a mild psycho-speaking disorder,

that is activated when he is nervous… and there is nothing that makes him more nervous than a beautiful woman. On those occasions, he cannot articulate

word and turns into a panting statue that only says: "Ñggh...".

Bob teases him constantly, of course, but deep down he dreams of Vin finding a girl who will see past his stuttering.

The Adventure Begins

Everything seems to follow its daily routine in the workshop... until one day, a hooded stranger arrives with a wrecked air taxi.

and a mysterious briefcase. He doesn't give his name. He just says:

"Fix this… and don't ask any questions."

What seems like just another job for Bob and Vin… is just the spark of something much bigger. A web of corporate conspiracies,

an AI hidden beneath the foundations of MetroCity and a forbidden truth that could bring the entire system crashing down.

And as always, it all starts… with a loose nut.

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Hello people, we working in a new Graphic Adventure called METROCITY

We need people support with donations for get someclass of cash budget for pay graphicians and all related to financiate it in some way.

so if you feel inclined and want help us this is our PAYPAL https://www.paypal.me/Alpinador

Please help us cos we dont have much money and we have illusion with this project and we can do a good job with it

currently we are 4 people in the team JOE & Lasther Tako (graphicians) Jacobo (Musician) and myself as main coder of the EXE app

this could be an amazing game so any quantity you want donate is well received and enployed in my team salaries.


Also if you have curiosity of how we doing in real time meetings you can visit us at our Discord:

https://discord.gg/Smh882q8Sy


https://gyazo.com/3477efabb52a0e0cc824fa5a5e2f6fa3

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discord say you dont accept friendship request friend

Im making a DEMO of a Graphic Adventure for if you want help us with music

i sent you discord friendship

hello, i code with Rad Studio C++ Builder but also i like make things from scratch like you, that engines is very easy but rest all the challenge about programming things

Im starting new proyect more simple than Stardust cos this game is a bit heavy development and i dont count with any help overall with graphic part, then i decided "parked" it for better ocassion and try make a 2D RPG Isometric that seem more accesible

I need this:

- Graphician (for make graphics and if possible some animations too)

- Writter (Somebody that work on the story and the things like quests plot's etc)

- People for testing it when the EXE ready for test it and also for give us Ideas for the game etc.

If you interested on this project, join us in our Discord Channel:

QuazarDev.net Discord Channel

Sikarak#2532 don't exist on discord

i sent you a discord request 

i continue waiting a collaborator

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i code recently in C++ a importer of OBJ models exported with Blender that render in OpenGL/Glew with multi-texturing in MTL file, im not a great expert with OpenGL but yes i reach that objetive of render OBJ models (with rotation etc) directly with Rad Studio C++ Builder in my EXE file

Also i consider your offer of make 3D stuff in Blender so we could help us mutually

you have Discord?

This is a test i made with a building model made in Blender:


And this for example, is a phase of a game im developing in C++ Builder called Stardust


i sending you a email Sergey

Hello people

Im searching for a partner for help me to make graphics for Stardust game

The project is heavily developed along 2024 and i work in it every day (im the programmer)

I was making the graphic part with Joe (the usual graphician) but he not working good since he passing some days totally "away" in Discord, and not give me much explanations of what are doing or in what he is busy, just days passed and he totally distracted (i dont know with what) and for example now loosed since monday of past week and today is thusday of the following week

Then i seeing in the obligation of search a replacement of him for that graphics works cos i working hard on all this, loosing much nights and days sleeping just few hours only cos this stuff require working hard on it for advance on development cos are lot of thing still to do and simply Joe works when he want or have aims and not at same or good level of responding to the work needed or expected from him

Another thing to have in mind, is that currently, i don't count with budget or financiation for pay people, sorry for that, i know is not nice work free but is a fact against i can't do much except have faith in people donations make someclass of cash pot for then yes pay some enfforts of the graphicians for example, i a retired person with a very basic/normal salary for living and with spends of pay rent, food, internet, etc makes to me near impossible think i can get some class of decent money for reward the help of graphicians that decide help me with this, im very sorry for that and i can only have someclass of expectations if people start to donate someclass of money to our paypal/bitcoin wallet, then yes be in good situation for pay somebody

But if you take a look to our website, will see that Stardust is not a shit made in 2 days, and the curse of how going all this 2024 make think we could be in front of a project that could have success with just some luck and as i say, if people support us with donations for get some seed money for keep going the development

Please consider help us with donations (5$ is just enought) not significant money to any pocket but yes could significate a difference for us with some hundreds or thousands of people doing that

And if you are a graphician and want join to a serious project that is advanced now in development, consider join us and contribute to make Stardust a success,  i have much hope put in it and i think it can work good as game even developed by individual person without much resources

Think too, that Stardust is going to be a RTS Multiplayer Masive Online game, and as far i know, not much people able to deal with that class of challenge and that "feature" could hit for example in future earnings for us 

if you want meet us, this is our Discord channel, there we can talk if you want work with us:

Quazardev.net Discord Home

Stardust Official Site

(5 edits)

hay varios modos y herramientas, si quieres no complicarte mucho con temas tecnicos lo habitual para gente "floja" y gente que no tiene ni idea es Unity o si eres un poco mas espabilado pues Unreal Engine (otras alternativas son Godot, GameMakerStudio o Roblox)

para todos ellos necesitaras saber un poco de alguno de los lenguajes de programacion que usan aunque sea para configurar cosas basicas en respuesta a algunos eventos que pueden producirse (pulsaciones de teclas etc) Unity utiliza C# (C-Sharp) lo cual es un sucedaneo del C++ habitual, Unreal utiliza C++ pero de su propia cosecha creo.  

A mi personalmente me gusta trabajar con Rad Studio C++ Builder / Delphi, un hibrido entre lenguaje C++ y Turbo Pascal (delphi) es muy potente si lo sabes manejar bien pero esta mas orientado a apps de escritorio, de Android etc y no tanto para videojuegos al menos no en la manera que esta planteado Unity o Unreal Engine aunque por supuesto si eres lo suficientemente habil, puedes tambien hacer videojuegos con Rad Studio solo que tendras que currartelo mas "a mano" todo, pero por ejemplo yo estos dias en una sola noche hice en C++ Builder un importador de modelos de Blender (OBJ) en 3D multi-texturas que renderiza en OpenGL y Glew Library el modelo 3D rotandolo, moviendo la camara etc y ni siquiera tarde muchas horas en tenerlo desde 0 que no tenia nada hecho

Pero mucha gente entra directamente a Unity porque como yo digo "lo resuelve todo medio automaticamente"  sin que tengas que programar gran cosa, y eso hace que mucha gente sin mucha idea de nada, empiecen por ahi (luego se llevan la ostia claro porque un videojuego funcional y completo es mucho mas que un tutorial de youtube de Unity que explica como crear un terreno procedural de arboles y un modelo que has calzado ahi en 2 segundos que tiene rigging de movimiento y ya creen que el juego esta medio hecho) 

y hay miles de personas en ese plan quizas incluso millones, creyendo que podran hacer su idea de juego en 0,2 y como digo, luego viene "la castaña" porque un juego requiere de muchas cosas y saber bastante bien que coño estas haciendo con los escenarios, modelos, gestion de carga de memoria etc porque luego ves cosas tan rimbombantes como "mi juego carga el nivel 1 que he diseñado y me dice "out of RAM memory!!!! y tengo 32 gigas de ram..... necesito ayuda" y tienes que reirte claro, porque dices "ni yo estaba tan perdido cuando aprendia como grabar ficheros secuenciales en discos de 5 1/4" en fin, pero todo eso pasa precisamente por no saber nada de nada D19962024 y por creer o pensar que hacer un videojuego es coser y cantar cuando posiblemente sea una de las cosas mas dificiles que hay de lograr al menos de que funcione bien y fluido y tal, el asunto es algo parecido a como si yo entrase a trabajar en una Central Nuclear y me preguntasen "sabes como va esto no?" y les dijese yo "pues he trabajado reparando Vespinos en el taller de motos, pero esto es algo parecido no?"

Eso sin tener en cuenta que si con 32Gb de RAM aun no tienes bastante memoria RAM , amigo, tienes un problema muy serio entre manos.

En definitiva, aprender, informarte, documentarte, aprender el lenguaje que utilices para ello y de buena manera, no vale solo con conocer como se declara una variable y creer que con eso ya dominas el lenguaje...... y luego, empezar por cosas sencillas aunque sean una pura tonteria mas basica que chupar un caramelo werthers original de esos de tofee..... con cada cosa que hagas iras aprendiendo cosas, solventar errores que vayan surgiendo al compilar o crear el Ejecutable etc luego ir haciendo cosas "un pelin" mas complejas, probandote a ti mismo y tu capacidad de resolver cosas mas liadas y asi, tambien seguir tutoriales de youtube es un buen recurso porque siempre es mas facil ver como va todo y alguien explicandote detalles que no estas en frente del interface y no saber muy bien ni por donde empezar.

Con Internet teneis un gran recurso para obtener informacion al momento de casi cualquier cosa asi que ni tan mal, en los años 90 nosotros no teniamos nada de eso y si desconocias algo o tenias algun problema, no habia muchas opciones de hacer nada salvo descubrirlo por tu cuenta de la manera que fuese, preguntando a tus amigos "hackers" del mundillo, buscando algun libro en la libreria especializada que arrojase algo de luz sobre el tema que buscabas si es que habia alguno claro....todo muy arcaico y muy complicado porque aparte tampoco habia mucho windows de nada, habia windows 3.11 y MS DOS y posiblemente si tuvieseis que usar eso hoy en dia, os entrarian ganas de suicidaros 

dicen que la experiencia es la madre de la ciencia y si, apostaria que es asi

Roma tampoco se hizo en un dia, y un fallo habitual que la gente comete, es querer hacer algo "rompedor" asi de primeras en plan marcandote como liston base, juegos triple AAA o juegazos actuales, asi nunca lo lograreis creedme, empezad por algo basico e ir subiendo el liston un poco mas en cada nuevo revamp del codigo, porque si de primeras quereis hacer un juegazo como decian en Stratos "quiero hacer el MMORPG SUPREMO" (jajajaj, chistoso el hilo si) pues seguro que a menos que seais unos autenticos cracks de la programacion, no lo lograreis, es mas ni siquiera os acercareis un poco y ya descubrireis porque...

y sobretodo, paciencia, constancia y saber soportar con valentia y gallardia los constantes vapuleos a la moral de cada uno viendo que las cosas no salen, errores que no sabes muy bien a que son debidos o como solucionar, ante eso, hay que saber soportar muy bien la frustracion y no agobiarse, con el tiempo y la experiencia las cosas mejorarán ya lo vereis.

si os preguntais porque se tanto de estas cosas, pues tengo 52 años y empece ya con un mainframe en 1977, soy casi la primera persona que empezo en esto de la informatica sin contar a mis maestros que ahora mismo creo que ya murieron todos.

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discord say you dont accept requests of new friends, add me for we talk, i have something between hands ( a videogame)

my nick in discord is:  snaked_

near 2,5 months for first testing Public Beta of Stardust!!!! 

Stardust Presentation (youtube.com)

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Stardust by Snakey33 (itch.io)

Stardust is a new amazing kind of game RTS MMO developed just by only 2 persons, Snaked (coder) and Joe (Graphics and Designs)

it have some fancy characteristics like 2 hexagonal boards of different size for the spaceships movements and combat, also you can make minnery on asteroid fields, and make expeditions to other planets or space stations for commerce (buy and sell) products and earn some SnakeDollars with it. have other features like the players can build "Colonies" for make a bases (own) for process minerals and other profit tasks that give you more earnings in your bussiness, also we working in a "inside" view of space stations where you (and other players) can walk inside the Space Stations in a Top-Down View and also im working in someclass of shooting with guns or machine guns etc etc for give to it more excitement and who knows if you can steal them money or something when you kill them :D

Is very exciting cos all going pretty good and the EXE is working perfect and not much fails of nothing

Keep and eye on our website cos near NewYear 2025 we will put the Beta version for real test with players on our Stardust Oficial Website

The Site:

Stardust HomePage (quazardev.net)

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hello Greedyroz.... your drawing is amazing pretty good ... i send you a Discord Friend request!

im programmer and i could help for make a VN or something, currently im working in Stardust a MMO RTS kind of

you can check it at Stardust Page

hello Zebra.... can you put a RAR with all project code and graphics?? if still need help i put with it here for try solve that