[#]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
=> More informations about this toot | View the thread | More toots from crenfrow@hachyderm.io
=> View cr20gc tag | View devlog tag | View gamedev tag | View godot tag This content has been proxied by September (3851b).Proxy Information
text/gemini