Animation Manager #1



Let’s talk about animation!
I’m sorry I’ve been out of action for a while but I’ve been busy with work.
I resumed development working on animations. I created a general Animation Manager that manages play, pause, stop, etc. for each animation. Then I created the player controller animation to manage only the player animation (play_walk, play_idle, etc.)
There was a dilemma here: which is better AnimatedSprite2D or a more complete AnimationPlayer? In the end, after several attempts, I settled on an AnimationPlayer which gives me more options and more control.
If in the future, as I imagine, I need to call a precise method to a specific frame, I can do it via the call method attached to the frame. It is one of the most convenient systems that Godot makes available for managing precise events in the timeline of an animation (SFX, VFX, etc.).
The next step is to do the same for the Enemy.
That’s all for now…
Eternal Light
My journey into pixel art & indie RPG gamedev – one step at a time.
| Status | In development |
| Category | Other |
| Author | DeusDev |
| Genre | Role Playing |
| Tags | devlog, Godot, Indie, Pixel Art, work-in-progress |
| Languages | English |
| Accessibility | Subtitles |
More posts
- Character #232 days ago
- Characters #133 days ago
- WorldItem #139 days ago
- Animation Manager #249 days ago
- EnemyManager #259 days ago
- Collision #160 days ago
- EnemyManager #161 days ago
- Input System #162 days ago
- Character #164 days ago
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