![]() It can be as simple as pressing QWOP to move in the game QWOP, to tapping buttons to chat in Mystic Messenger, to the tons of key combos in Dwarf Fortress. What does your player do? And for what purpose? This is your gameplay. Is your game about something thought-provoking? Scandalous? Is it putting a new twist to an old classic? Or, is it doing something that’s never been done before? Once you capture this, you can write down the next three points much easier. What makes your game idea great? For me, this is the most important to write down. ![]() But I can give suggestions on what to write about: Others, like me, write a page of badly-written notes, unreadable to anyone else. ?A dvice I’ve curated from my and others’ experiences.Įveryone’ll have their own way of doing that best.The rest of my post will structure each stage into the following: Easy built in sprite sheet functionality is greatly needed for game jams.ADVERTISEMENT To make a game, you must go through the 6 stages of game development: Design. But sprite sheet usage should be a part of GDScript and not an asset to be added. The Atlas Importer asset never worked, it comes with no instructions and it would not even import properly to be recognized as being there in a project. I have even contemplated hiring someone to do this because I must waste so much time hand coding the sprite sheet data into my code when I make changes to the sprites in a sprite sheet. I have spent many many hours trying to figure a way of accessing my sprite sheets using a couple of functions the same way other game engines do it. I do want to say that the other game engines "get it" and add easy commands to use texture packers, why Godot developers won't add this to GDScript is bizarre. I don't want to comment on what others said because my frustration level is so high with this problem I would only say mean things that I don't want to say. I signed up for reddit just to comment on the issue of using texture packers in Godot. To Andreas Löw, please convince the Godor developers to add sprite sheet functions. I'm also able to pay some amount of money for somebody delivering a solution. I'd really be happy if somebody could lend me a hand on this. tres files an option at all? Or do I have to follow another path? Is there already some way to set meshes? Especially for sprites and sprite animations? I've seen in a tweet that Godot is going to get mesh support. It also allows very tight packing of the sprites. This creates less overdraw and improves the performance of games. Polygon mesh sprites + polygon packing TexturePacker can create sprite meshes instead of rectangular sprites. Pivot points (optional) there seems to be no way to transport the pivot point from the AtlasTexture to the sprite. Rotated sprites (optional, but would improve packing) there seems no way to tell Godot that a region is rotated tres files works but the preview images don't update. tres files of type "AtlasTexture" with region and margin. Using irregular sprite sheets with trimmed sprites (transparency removed to save space) seems to be possible by creating. I would also like to support as many features from TexturePacker as possible. I'd really like to avoid that users have to perform manual steps to get the updated sprites. User switches to Godot, sprite sheets and sprites are reloaded and refreshed, animations play. Somebody packs the sprite sheet in TexturePacker, presses publish How I'd image the things should work (from a users view) Or a complete solution if somebody is able to deliver it -) I am new to Godot engine and currently trying to find a starting point. Recently I get more and more requests for support for Godot engine. My name is Andreas Löw, I develop TexturePacker - a sprite sheet packer and optimization tool.
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