![]() My generator finds a "globally minimal size", so that frames are cropped, but don't "jump" when put into a spritesheet. It's easy to crop an image, but each frame has a different size and after you crop them all, your spritesheet will be a mess. check this one (I added the outline to better denote the real size: I had a big list of images that needed to be made into a spritesheet, but their problem was a huge transparent border around each frame. The reason why this tool was created is that there isn't really any good spritesheet generator that can trim your frames. If you accept, the split images will be added and you will be able to edit the spritesheet as desribed in the instructions above. If you drop only a single image, a dialog will be opened where you can specify number of rows and columns to cut. The generator can alternatively edit existing spritesheets. The spritesheet will be created inside the original frames' directory, using the provided name (it defaults to the same name as the directory). When you are ready, you can save the spritesheet to PNG. A deleted image goes into a dedicated stash (Image Stash button), from where you can re-add it if you change your mind. ![]() ![]() You can also delete images by right-clicking them. The algorithm makes sure that there's a least number of holes and the image layout is as close to square as possible, favoring vertical size over horizontal.īy default, images are arranged alphabetically as in the directory/list you dropped, but you can use drag and drop to re-arrange them. By default, the column count is auto-calculated. If the value is 0, the frames will be packed with their original size.įrom there you have options to change the margins or number of columns. Any pixel that has alpha value lower than threshold will be subject to being trimmed out. You can use the Alpha Threshold option to control how much the image is cropped. Thanks to this requirement, they can be perfectly trimmed while keeping the relative offset of each image intact (normally when you trim images to minimal size, they don't have a common center point anymore). Your images will be then processed and you will see a preview of your spritesheet. To start, you need to drag and drop a couple of images or a single directory onto the generator's window. Note that it will use your project's default theme and resolution, but it shouldn't be a problem in most cases. You can also find it in the command palette. When you install the plugin, you can use Project -> Tools -> Open Spritesheet Generator option to run the scene. When you use Save PNG, it will create a spritesheet, the same as in the view:Īs mentioned, the generator is just a Godot scene. You can change the spacing and number of columns and also rearrage them via drag and drop. They are automatically trimmed from the excessive border. When you import it into the generator, you will see them layered in a grid, automatically adjusted to optimal number of columns: They also have a transparent border that can be cropped. Let's say you have a couple of images like these: A stand-alone version can be found in Releases tab on this repository. It's a single-scene plugin that you can add to your Godot project. It also allows to configure number of columns, margin between frames and has a cropping capability which keeps relative offset between frames. I also try with $t_flip_h, $t_flip_h, $AnimationPlayer.A spritesheet generator that takes a list of images and joins them into a single sheet. ![]() KB2D Rata.gd:42 _on_turnback_area_entered() Works only one time, the enemy in fact "flip", but when i touch again the "turnback" it don´t react anymore to it, and don´t flip againĮ 0:00:13.689 emit_signal: Error calling method from signal 'area_entered': 'KinematicBody2D(KB2D Rata.gd)::_on_turnback_area_entered': Method not found.Į 0:00:10.836 get_node: (Node not found: "Sprite" (relative to "/root/Arena de pruebas/Enemigo Rata").)Ĭondition "!node" is true. (by the way, "Side" is a new area2d i make to the enemy with this sole intention of flip him, i put that behind him, so in theory if i get behind him, he should flip) I have an enemy with already an Area2d as sensor, so he chase me when i touch the area, the problem reside when i pass behing him and don´t flip his sprites, already try many things but nothing close, here is what i do until the moment:
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