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Thank you for this. Definitely appreciate how much you pointed to the documentation; I wasn't aware there were buttons which would open the class doc directly in the editor's interface! Your instructions worked. Only caveat I see is the image distortion that occurs after multiple resizes. But this works for now. Thanks!
extends AnimatedSprite2D func _ready() -> void: var animation_names: PackedStringArray animation_names = sprite_frames.get_animation_names() for animation_name in animation_names: var frame_count: int frame_count = sprite_frames.get_frame_count(animation_name) for frame_index in frame_count: var frame_texture: Texture2D var frame_duration: float frame_texture = sprite_frames.get_frame_texture(animation_name, frame_index) frame_duration = sprite_frames.get_frame_duration(animation_name, frame_index) var resized_frame_texture: Texture2D resized_frame_texture = frame_texture if frame_texture.get_size() != Vector2(64, 64): var frame_texture_image: Image frame_texture_image = frame_texture.get_image() frame_texture_image.resize(64, 64, Image.INTERPOLATE_NEAREST) resized_frame_texture = ImageTexture.create_from_image(frame_texture_image) sprite_frames.get_frame(animation_name, frame_index, resized_frame_texture, frame_duration) I have tried it for mobile version godot 4.3, it does not work, I want to scale the animatedSprite2d images🤔
@wamiqurrehman093 I have put extends AnimatedSprite2D func _ready() -> void: scale.x = 8 scale.y = 8 The scale of all the sprites is changed, but I don't want all of them, like ago to be the ones I choose (for example, I want it to reduce the scale of ((player0 is 64x64)) I want it to reduce the scale
🎮 Want to learn how to create multiplayer games? 🚀
Check out my Udemy course: "Learn Multiplayer Game Development in Godot"!
🌟 In this course, you’ll learn:
✅ Networking basics
✅ Real-time multiplayer mechanics
✅ Syncing player actions seamlessly
👉 Enroll now: www.udemy.com/course/learn-multiplayer-game-development-in-godot/?referralCode=1270677B0DF0861982DB
Take your game dev skills to the next level! 🎮💻
Thank you for this. Definitely appreciate how much you pointed to the documentation; I wasn't aware there were buttons which would open the class doc directly in the editor's interface!
Your instructions worked. Only caveat I see is the image distortion that occurs after multiple resizes. But this works for now.
Thanks!
This is ok. FYI, the sprite and animation editor is built-in GDevelop.
extends AnimatedSprite2D
func _ready() -> void:
var animation_names: PackedStringArray
animation_names = sprite_frames.get_animation_names()
for animation_name in animation_names:
var frame_count: int
frame_count = sprite_frames.get_frame_count(animation_name)
for frame_index in frame_count:
var frame_texture: Texture2D
var frame_duration: float
frame_texture = sprite_frames.get_frame_texture(animation_name, frame_index)
frame_duration = sprite_frames.get_frame_duration(animation_name, frame_index)
var resized_frame_texture: Texture2D
resized_frame_texture = frame_texture
if frame_texture.get_size() != Vector2(64, 64):
var frame_texture_image: Image
frame_texture_image = frame_texture.get_image()
frame_texture_image.resize(64, 64, Image.INTERPOLATE_NEAREST)
resized_frame_texture = ImageTexture.create_from_image(frame_texture_image)
sprite_frames.get_frame(animation_name, frame_index, resized_frame_texture, frame_duration)
I have tried it for mobile version godot 4.3, it does not work, I want to scale the animatedSprite2d images🤔
Are you using Godot Editor on mobile or you are exporting to mobile?
@@wamiqurrehman093 usin in mobile godot
@@wamiqurrehman093 no found in mobile godot
@@wamiqurrehman093no found in mobile godot
@wamiqurrehman093
I have put
extends AnimatedSprite2D
func _ready() -> void:
scale.x = 8
scale.y = 8
The scale of all the sprites is changed, but I don't want all of them, like ago to be the ones I choose (for example, I want it to reduce the scale of ((player0 is 64x64)) I want it to reduce the scale