Posted December 21, 2025 by bossmanBforT
#opentoonz #rpg #godot #free #blog #BLOG #GODOT
Hey adventurers and code goblins! 👋
Day 36 (yeah, time flies when you're buried in animation software). 13 days ago I said "2–3 weeks" for the big high-res public build. We're not there yet, but damn, the progress is wild.
The short version: I fell down another rabbit hole, learned a whole new tool, and it's making everything faster, lighter, and better.
The big pivot: goodbye multi-app pipeline, hello OpenToonz
After wrestling with Inkscape → Krita exports for weeks, I finally dove into OpenToonz and learned it properly. Why the switch?
Best accidental discovery: the way I'm building spritesheets now is basically identical to how professional tools like Spine package animations. I figured it out on my own because I’m obsessed with keeping VRAM and performance tiny for low-end machines, while leaving room to crank quality later.
The method: Instead of massive sheets full of duplicated pixels, I break everything into shared "blocks" (limbs, body parts, reusable details) and unique pieces. Export one optimized atlas → compose full poses at runtime with minimal draws and almost zero wasted VRAM. Lightweight, scalable, future-proof. I love it.
What actually got finished these past 13 days:
The template system alone is going to save hundreds of hours moving forward.
The new timeline: The full high-res public update is now targeting next Friday. I’ve got about 5 more player states to wrap, then final export passes on everything else.
Bottom line: the delay sucks, but the foundation I’m building now is so much stronger than what I had planned two weeks ago.
Back to the drawing tablet – time to toon out the rest of these assets so I can finally drop the update you’ve all been waiting for.
See you next Friday (for real this time)~ ✌️ (Now disappearing back into OpenToonz until the player can properly swing a sword without looking awkward)