Thank you so much !
Asago
Creator of
Recent community posts
Hi everyone!
I’ve just released Sprite Animation Builder, a Godot 4.x editor plugin designed to make importing large sprite packs much faster.
When working with characters that contain dozens of animation folders, creating every animation manually, adding each frame, checking their order and configuring playback settings can quickly become repetitive.
Sprite Animation Builder automates that process directly inside Godot. Select an AnimatedSprite2D, choose the root folder containing your sprite sequences, scan it and review the detected animations before generating the complete SpriteFrames resource.
You can still rename animations, adjust their FPS and loop behavior, exclude folders such as FX or Weapons, and choose whether to replace, merge or update existing animations. Frames are also sorted naturally, so files such as Frame2 and Frame10 are placed in the correct order.
The plugin is currently available with a launch discount:
https://asago.itch.io/sprite-animation-builder
The character shown in the showcase comes from Pixel Prototype Player Sprites by Dead Revolver and is used with permission. The sprite pack is not included with the plugin.
I’d be happy to hear your feedback, especially about what you would find most useful next: reusable import presets, bulk editing tools or spritesheet support.
I purchased your pack and I absolutely love it! However, I have a few questions.
I'm using the Godot engine and I'd like to know how to import your fonts. Are they already optimized for Godot? Could you tell me the size of each font (16px, 32px, 64px, etc.)? I find that I need to use a large size to get crisp rendering, which is problematic since I primarily work on small 16x16 pixel art games. How can I properly integrate them into my project?
Thank you in advance, and I really appreciate your work!
Hi! I really like this, thank you so much! I’ve found a bug with the jump system: we can jump multiple times if we press the jump button while in the air. I tried to solve this issue but couldn’t find a solution. It seems to be interacting strangely with the coyote time feature because disabling it resolves the problem.
Do you think you could take a look at this?













