In Godot 4.0 there are a few differences from this tutorial use @tool instead of tool export(bool) ... is different too use: @export var show_sprites: bool = false get: return show_sprites set(_show_sprites): show_sprites = _show_sprites ... instead
@@tcbey2703 Add a colon to the line before the get method: "@export var show_sprites: bool = false :" . Then use ordinary indentation on the getters and setters
I am not even that much into 2D, but this one is awesome! … One of those moments when you're glad you didn't miss the video because you subscribed earlier. I'd label this one with quality content. :)
That's so smart! Where did you find such a cool idea. Hope you countine and make this a series or something. maybe try to do this in shaders and make it much more efficient.
Awesome tutorial :) small performance tip, if you use _draw code for the sprites instead of nodes you get massively improved performance. Or multi mesh nodes in 3D also work.
Thank you so much for this tutorial! Currently I'm looking for a "lazy" way to make 3D pixel look and this is way better than set up a model imn blender and try to UV these models (I hate this workflow tbh). I hope I can use this technique in the future! ♥
Awesome! It looks great and thanks for sending me the link. I've been making a little isometric car game and I'm wondering whether it's possible to adapt this system for it to work for a different camera angle, since with the way they are stacked in the y position in this one it makes it look almost vertical. I tried just by changing the y value but then you can see the individual sprite slices... It's tricky, would you have any idea?
Would it be possible to create a tutorial in which these sprites could be used to create a small level? (E.g. how to create a tileset with sprite stacks)
I still don't really understand the concept. How does this thing work? It's clearly a 2d sprite than how are you achieving the 3d look through just stacking the sprites?
I'm subscribing to your channel and I'd like to see you improve on this technique by sending sprites in a batch or more over: draw stacks trough shader ;)
Thank you for this video.Great job.What about changing its sprites relative to the camera position instead of rotating it? I think it is necessary to change the sprite positions according to the camera position.For example; Car.gd => if input != Vector2.ZERO: sprite.set_position(input.normalized()) StackedSprite.gd => func set_position(_position): var children = get_children(); for i in children.size(): children[i].position = children[i].position - _position * i Could it be something like?
Stack not just sprites, but AnimationSprite2d? Or use some kind of animation player for layers (But its means you need to make evey layer into separate scene and instance it.)
if the stacked sprites don't show up it's maybe because add_child() didn't work. If so, try using this : call_deferred("add_child", _nextsprite). It's apparently a known issue; github.com/godotengine/godot/issues/233 btw neat content.
Get this man a noble price
In Godot 4.0 there are a few differences from this tutorial
use @tool instead of tool
export(bool) ... is different too
use:
@export var show_sprites: bool = false
get:
return show_sprites
set(_show_sprites):
show_sprites = _show_sprites
... instead
You can omit the getter
God bless you for making a Godot 4 version.
where exactly do you put the part from 'get:' to 'show_sprites = _show_sprites'? sorry i've been fumbling with it for a bit
@@tcbey2703 Add a colon to the line before the get method: "@export var show_sprites: bool = false :" . Then use ordinary indentation on the getters and setters
@@FlynnPlays-z8p thank you!!
I am not even that much into 2D, but this one is awesome!
…
One of those moments when you're glad you didn't miss the video because you subscribed earlier. I'd label this one with quality content. :)
Absolutely awesome, I'm definitely going to try this out
That's so smart! Where did you find such a cool idea. Hope you countine and make this a series or something. maybe try to do this in shaders and make it much more efficient.
Awesome tutorial :) small performance tip, if you use _draw code for the sprites instead of nodes you get massively improved performance. Or multi mesh nodes in 3D also work.
huge shoutout on the multimesh nodes for 3D
This is really cool and your tutorial style is very clear and easy to follow for me! Thanks :)
Awesome and very well explained ! Congratulations !
Thank you ytb algorithm for showing me this smart lad
Great tip! Thank you.
I took a entire day to make a 2d car moves with acceleration, and now i saw someone making that i did in 12 minutes, but better 🤡 (+1 subscriber)
Great Titorial thank you very much
this is so interesting. I'm brand new to godot but I really hope to someday, understand and implement this into the isometric game i'm working on.
Really great, didn't know that this is possible (as newbie)
this is pure gold
Thank you so much for this tutorial!
Currently I'm looking for a "lazy" way to make 3D pixel look and this is way better than set up a model imn blender and try to UV these models (I hate this workflow tbh).
I hope I can use this technique in the future! ♥
Very very impressive thanks bro (:
Thuis is so cool! Im gonna prove it in a game!
That looks great! Would having too many objects with the same set up affect the performance too much?
awesome dude!
I like it, very clever.
super cool. any idea oh how one could make an outline shader for this? as my current shaders would do it on each layer - which is not whats wanted.
Love this
Awesome! It looks great and thanks for sending me the link. I've been making a little isometric car game and I'm wondering whether it's possible to adapt this system for it to work for a different camera angle, since with the way they are stacked in the y position in this one it makes it look almost vertical. I tried just by changing the y value but then you can see the individual sprite slices... It's tricky, would you have any idea?
incredible
Lovely (:
pog new tutorial
Would it be possible to create a tutorial in which these sprites could be used to create a small level? (E.g. how to create a tileset with sprite stacks)
I still don't really understand the concept. How does this thing work? It's clearly a 2d sprite than how are you achieving the 3d look through just stacking the sprites?
I'm subscribing to your channel and I'd like to see you improve on this technique by sending sprites in a batch or more over: draw stacks trough shader ;)
You r genius
Thank you for this video.Great job.What about changing its sprites relative to the camera position instead of rotating it? I think it is necessary to change the sprite positions according to the camera position.For example;
Car.gd =>
if input != Vector2.ZERO:
sprite.set_position(input.normalized())
StackedSprite.gd =>
func set_position(_position):
var children = get_children();
for i in children.size():
children[i].position = children[i].position - _position * i
Could it be something like?
Brilliant
Any sprite stacker that exports to voxel??
very amazing ı liked
How do you add animations to it?
Stack not just sprites, but AnimationSprite2d? Or use some kind of animation player for layers (But its means you need to make evey layer into separate scene and instance it.)
Wooo
great
Nice
how the hell did he make the original sprite transparent but children visible?
You can set the original child's self modulate alpha value to 0 making it "invisible" but leaving the children visible
You know that You can just do it in 3d? Whats the point of trying to force 2d mode look like 3d?
if the stacked sprites don't show up it's maybe because add_child() didn't work.
If so, try using this : call_deferred("add_child", _nextsprite).
It's apparently a known issue; github.com/godotengine/godot/issues/233
btw neat content.