Godot Sprite Sheet Correction

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  • Опубликовано: 21 окт 2024

Комментарии • 29

  • @sic111
    @sic111 8 дней назад

    Bro thanks a lot, i actually got stuck in this problem for way too much time.

  • @mysterious_monolith_
    @mysterious_monolith_ Год назад +3

    Thank you for saving me 4 and a half hours!

  • @nicholaswhitman4620
    @nicholaswhitman4620 2 года назад

    About ready to give up on animation player until this vid, awesome job

  • @MaestroGames-z
    @MaestroGames-z 10 месяцев назад

    Thank you so much!!! You are save my time!!!

  • @gcpa7539
    @gcpa7539 5 месяцев назад +2

    I'm trying to figure out why the texture region tab doesn't show up for me

    • @joksta5
      @joksta5 2 месяца назад

      Same for me, any updates?

    • @molagbal5610
      @molagbal5610 Месяц назад +1

      @@joksta5 Create a 2D scene
      Add a Sprite node
      Add a Texture to it
      Turn on region_enabled
      Open the TextureRegion tab
      Change the Snap Mode

  • @smittefyXD
    @smittefyXD Год назад

    Obrigado pela Legenda! Saudações do Brasil BR

  • @Silver-nm2if
    @Silver-nm2if 3 года назад +8

    I just fixed it in aseprite. Like i just added the canvas size in aseprite to center it.

    • @Jack9C
      @Jack9C 3 года назад

      You would have to split every sprite, center every sprite, before re-sheeting it. That doesn't really solve the problem either. Centering is fine if they are all uniform. That's rather uncommon. For example, the death animation is going to be misshapen (as it extends farther than the rest, it will fall and slide backwards to stay centered), so you have to figure out the distance of the death sprite max and extend every sprite canvas on both sides (and top), the total distance from the largest sprite horizontally and vertically, before centering and re-sheeting.
      Given that you can even see minor differences between frames, on the example sheet he used, this adjustment is not sufficient for most sprite sheets. I'd still go back and split with Alferd Spritesheet Unpacker, look at sprite dimensions of the files, load into Photopea and adjust each one manually, while naming them, then repack with Texturepacker. Sprite adjustments are what I do when I wake up in the morning.

    • @youcanchangehandlewithin14days
      @youcanchangehandlewithin14days 2 года назад

      does aseprite is free?

    • @ArabGameDev
      @ArabGameDev 2 года назад +1

      @@Jack9C
      asprite canvas size add empty space to canvas that means every frame automatically

    • @hiiambarney4489
      @hiiambarney4489 Год назад +1

      @@Jack9C As an experienced Aseprite user (since I made well over 1k$ with it, I guess you could say professional to some extend) I strongly disagree.
      The best course of action is to make the canvas for all sprites equal and for simplicity square.
      The key is to make them way oversized for the usual sprites but accomodating for your one animation that is really out of bounds from the others.
      Yes, you have to center every sprite, but not individually either.
      You can use the move tool (v shortcut by default) and select multiple frames (for example an idle animation) and move them all at once.
      If you use this tool and press CTRL you also see the distance between the sprite bounds and every edge of the canvas so it's pretty fast to center.
      Although I usually would just add all sprite animations to one file, region them, edit them where needed, and put a background with a sort of crosshair below them, perhaps a pseudo ground line too.
      It may not be as quick as the method shown here but it sure is more precise.
      Usually you don't get offcentered sprites anyways or make your own.

    • @Josuh
      @Josuh Месяц назад

      @@hiiambarney4489 how tf are you making money off aseprite

  • @Gamer-br1fk
    @Gamer-br1fk Год назад

    Was about to give up tyyy :D

  • @Vpg001
    @Vpg001 11 месяцев назад

    Is there a way to do it with an AnimatedSprite2d node?

    • @Vpg001
      @Vpg001 11 месяцев назад

      Here's my solution:
      Instead of "animated_sprite_2d.flip_h = (input_axis < 0)",
      I used, "animated_sprite_2d.scale.x = input_axis"

  • @mikeph712
    @mikeph712 3 года назад +2

    Super helpful

  • @eedoan
    @eedoan 3 года назад

    Good to know! Thanks!

  • @ghostwarrior-ni1xb
    @ghostwarrior-ni1xb Год назад

    simple and effective thks

  • @raymondmasupha9757
    @raymondmasupha9757 11 месяцев назад

    Thank YOU

  • @crustacean4485
    @crustacean4485 Год назад

    thank you so much omg

  • @JuanS_DuodecimStudio
    @JuanS_DuodecimStudio 5 месяцев назад

    Thanks !

  • @fabianojeda3078
    @fabianojeda3078 2 года назад

    Thank you so much

  • @willisthehy
    @willisthehy Год назад +2

    do this for godot 4 i need help omfg
    hate this crap makes me wanna stop before i even try

    • @kagemwf
      @kagemwf Год назад +1

      is your texture region also missing?

    • @sofia-izq
      @sofia-izq Год назад

      mines is toooo
      @@kagemwf

    • @sofia-izq
      @sofia-izq Год назад

      Ikkk most of what i do is search for shit

    • @Kunaii5618
      @Kunaii5618 11 месяцев назад

      you have to hit edit region inside the of the region tab where he went to hit enable