Hitting a couple gotchas while making animations in Godot.
Make sure you know where your origin is before drawing points for a Polygon2D. There’s no easy way to move the origin or move all the points later. I ended up having to draw each limb twice.
Make the player face to the right. The rotation maths just work out better that way. And it sucks to have to rotate and reposition each node after having done it once already. It’s finicky work.
…
A lot of what I’m doing here is pretty hard to talk about without animations. I used Godot’s movie maker mode to record a bunch of images then ran a couple commands to make a GIF.
$ convert -crop 728x432+105+192 +repage -resize 640x -delay 6 -loop 0 gameplay*.png anim.gif
$ gifsicle anim.gif `seq -f "#%g" 0 4 196` -O2 -o shorter.gif
This uses ImageMagick to crop and create a gif animation and then Gifsicle to keep only one frame out of every four.
I really need a better workflow for this…
Anyway, the turning obviously looks horrendous. I think the turn speed should be a function of velocity. The faster it’s moving the more it can turn. But that should also increase drag.
When the frog is moving slowly or stationary it’ll need to paddle instead.