Posted March 22, 2024 by 0x0
This one was a bit of a blur. Involved a lot test builds being uploaded to Itch - I need to get a local testing environment setup but that requires some home networking for the mobile tests I needed and didn’t want to derail with that.
Anyway…
I learned that (for whatever reason) mobile devices (at least the android devices I had to test with) will render significantly large transparent images as entirely black.
This means my I can’t use spritesheets on mobile because they just appear black, even after masking the render area to the current frame.
Which in turn meant I had to rebuild all my animation states using separate files for each individual frame. Which takes significantly longer to keyframe in Godot than using a spritesheet and animating a Sprites ‘frame’ property.
Not to be deterred I also took this opportunity to split some of the animation states into separate startup, active, and recovery states to better support animation canceling, loops, etc.
With all of that done I moved back to more QoL and accessibility tasks related to the start screen, character select, and main game transitions.
You can now choose from 1 (one) character(s) to play. Please enjoy the simple character select animation and transition I spent waaaayyyy too much time on lol.