This page is in construction! It is marked for review/completion for version 54.
Here are a collection of some additional tips to help you get started!
Animations can be pretty rigid as you need to open your 3D modeler or sprite editor to change them. An easier way to prototype or adjust if to take manual control of them through several functions.
AnimFrame
will show a specific frame of animation. That way, you can control exactly when to show what frame when, and is very similar to how sprite works.AnimProgress
advances the animation by one frame. This can be used to pause an animation by not calling it or canceling using AnimProgress(-1)
(like in charged moves), or to speed an animation up by calling it several times in one frame.AnimLoop
allows you to loop an animation.Base.casp
allows you to change animations easily through the Anim[State]
state scripts.
To scale your game, something really useful is to have the system mechanics in a different file, that is used by the others. This is a skeleton.
To set a file as your skeleton, you can either specify it in each file, or specify its path in the Castagne config (advanced core module).
Base.casp
allows you to specify some animations to use through attack flags. For instance, adding AttackFlag(AnimTrip)
will play a tripping animation if set. The available animations are defined in the AnimHitstun
script.
It is strongly recommended to use version control on your game, as it will allow you to save your progress, share it, and be able to undo mistakes or check against an earlier version of the character.
Castagne only uses text files for the characters, and the rest is managed by Godot, meaning you can use any version control system. Git is recommended, as .gitignores are provided with the projects.