Toot

Written by Chris Renfrow on 2025-01-27 at 01:39

[#]cr20gc #devlog #gamedev #godot

Today I threw down some logic for lasers along with some slightly-more-than-basic art. On that note, I'm still getting used to how to pull off tiling (animated, no less) sprite textures, but I think I've got the gist of it.

For the laser beam I ended up using a Sprite2D (not animated) with the texture set to use an AnimatedTexture, then I set each frame by exporting the animation from Aseprite as a series of PNGs. After that I had to set Region > Enabled to On, then scale the rect width and height as needed.

Why not use AnimatedSprite2D? Because it doesn't have the Region parameter, for reasons?

Also, I couldn't help myself and played with the missile particles more, they look way better now imo.

I kept noticing my pixels not being rendered the way I wanted ("sub-pixel rendering" I later found it to be called) and ended up falling down the rabbit hole of managing resolution and scaling. So many pages of GitHub discussions. Eventually I found this page from the Godot documentation which seems to have a lot of good advice, but somehow I doubt that will be the end of it. https://docs.godotengine.org/en/stable/tutorials/rendering/multiple_resolutions.html

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