I am using Godot v3.3.2 stable. I am using the 2d builder simulation found here.

https://github.com/GDQuest/godot-2d-builder

I've managed to add a few things and make a few changes but I have yet to get it from Iso to standard square tiles. I think I know how so not an issue, yet. I then started messing with the tutorial on saving and loading procedurally generated tilemaps by Nerd Everyday on YouTube.

I followed this tutorial to the very end as I want to have procedurally generated tilemaps in my builder game I'm working on from the GDQuest builder game example. At the moment the tutorial from Nerd Everyday isn't working. When I run scene it throws the following in the debugger 0 - res://TileMap.gd:49 - at function: And when the in-editor play screen finally pops up it's blank. The scene is just a TileMap node with the TileMap.gd script, the tileset.res, and a child TileMap node labeled Loaded. The tileset.res is just the Godot icon in four different colors. The following is the TileMap.gd script.

extends TileMap

var noise := OpenSimplexNoise.new()

func _ready():
	randomize()
	noise.seed = randi()
	#randomizes the seed
	if load_world() == false:
		for x in range(3):
			for y in range(3):
				generate_chunk(x,y)
	load_world()
#generates initial chunks

func generate_chunk (x_chunk,y_chunk):
	if $Loaded.get_cell(x_chunk,y_chunk) != -1:
		return
	$Loaded.set_cell(x_chunk,y_chunk,0)
	#checks if chunk is already generated
	
	for x in range(32):
		for y in range(32):
			set_cell(x+x_chunk*32,y+y_chunk*32,noise.get_noise_2d(x+x_chunk*32,y+y_chunk*32)*4+4)

func _notification(what):
	if what == NOTIFICATION_EXIT_TREE:
		save_world()

func save_world():
	var save_file := File.new()
	save_file.open("user://save_file.dat",File.WRITE)
	
	for chunk in $Loaded.get_used_cells():
		save_file.store_double(chunk.x)
		save_file.store_double(chunk.y)
		for x in range(32):
			for y in range (32):
				save_file.store_8(get_cell(x+chunk.x*32,y+chunk.y*32))
	save_file.close()

func load_world()->bool:
	var save_file := File.new()
	if not save_file.file_exists("user://save_file.dat"):
		return false
	save_file.open("user://save_file.dat",File.READ)
	
	while save_file.get_position() != save_file.get_len():
		var chunk := vector2()
		chunk.x = save_file.get_double()
		chunk.y = save_file.get_double()
		$Loaded.set_cellv(chunk,0)
		for x in range(32):
			for y in range(32):
				set_cell(x+chunk.x*32,y+chunk.y*32,save_file.get_8())
	save_file.close()
	return true

I need to get this running before I try and make it work in the builder. Thank you for your time...

I have no idea why it posted the pasted gdscript like that. Here it is as an attachment.

I've edited the OP for you. Also check this topic out if aren't too sure how the forum software or markdown work.

If that's pasted verbatim, Vector2() has an upper case "V" (line 49 as directed by the error message).

Thank you Bimbam. I didn't even notice I did that. I've been adding cameras and character controllers with cameras attached thinking it wasn't showing anything because there was no camera. Now I'll mess with this a bit more before trying to mix it into the builder simulation style game.

a year later