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really, uncentred animations , requiring hours of editing to get in godot, so disapointed, not worth my time, how hard is to under stand centred animations. on a centred canva's, with your lack of updates on old assets and re-occuring issues like this i can honestly say this just pixel art now, un worthy of a game project for a hobbyist who has way to much to do than re arrange single frames on a centred canvas.

Hey dude! Join the discord and we'll teach you that you don't need centered sprites lol

The stranded showcase demo has "off centered sprites" and it looks and feels amazing. Not sure what engine you're using but in most it's a non issue

just needs to be squared, for easier animating, sqaure canvas, godot probaly allows offset shenanigans in scripts but justs gets messy, even with outscripts keyframing the centre also require work,  sqaureed frames with sprites in the centre are universial plug and play. annd thats easier to do in the creation of the art, even try to see if i could salvage the aseprite bute nah. maybe its easier in unity or unreal but in godot its just so much easier for animating than having centred aniamtions, code whizzes and game programing savants maybe know haow to do it in godot too,  , but dumb blondes playing around with godot after work   thats not in the industry, its just not accessible . as a hobbyist.

We did Dome keeper in Godot and those sprites were off centered for sure. Not sure what the dev did but it wasn't ever a issue, I can reach out to him and ask if you'd like, maybe there's some easy solution! 

If you don't want to join, just put the pivot point or center point (called different things depending on engine) between the two feet and you're golden. 


As for the issues, I fix most within the week they're reported. If they aren't reporting... Well I probably don't know about them.

Thanks, hope this helps

Pen

the problem is testability its just so much easier to test squared animations, but will test this code out at some point

scale.y = -1 

rotation = deg_to_rad(-180)

else:

#sprite.set_flip_h(false)

#%HitboxOni.scale.x = -1

#%Hurtbox.scale.x = 1

scale.y = 1 

rotation = deg_to_rad(0)

(1 edit)

I’m no expert but you could do one of these:

  • use marker2D node as an anchor by placing it to the place where you need it and flip the sprite around that point using marker2D node
  • use node2d as parent of the sprite and an anchor and have the point where you need it and flip the sprite around that point
  • use offset.x and do some little math (sprite width/number where point you desire is) and have the point where you want it - some testing is required

my personal favorite is the marker2D method as it’s easiest and you can do with it what you want it’s often used placed on weapon sprites to have origin for the projectiles (asteroids for example)

(1 edit)

i used to use just the flip feature built into godot  aka sprite.set_flip_h(true) but alot of my character bodies has adopted

scale.y = -1 

rotation = deg_to_rad(-180)

else:

scale.y = 1 

rotation = deg_to_rad(0)

i just havnt used it on uncentred animation, but sprite.set_flip_h(true)  doesnt care for offsets or pivot points because it just flips the sprite, will have a play around with your method. im not very good coding or doing game dev, its just a hobby i take enjoyment in,
my salty attitude is only becasue i was waiting for an asset like this one. and want to use it in my never to be released project lol