Design and replace character(s) for a mini-game #615
jgbourque
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Mini-Games
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Why this task matters
These tips build on what you already know from working with characters in intro and outro scenes. In mini-games, the characters often do more. They may be moving, attacking, or interacting with puzzles and NPCs so careful setup is essential. Here’s what to consider: Revisit the Design and replace character(s) for intro & outro
Tips
1. Copy & Load New SpriteFrames
You don’t need to make a brand new player or enemy from scratch. Start by copying the template SpriteFrames .tres file from any character you want to modify.
Method 1
Drag image frames from your spritesheet .png in the FileSystem into the correct animation row in the Inspector
Method 2
2. Know Which Animations You Need
Each mini-game only uses certain animations. Focus on making these match your story’s look:
You can leave unused animations empty just don’t delete or rename the animation track itself.
Keeping the animation track names (like walk, idle, attack) the same is essential. These names are referenced in scripts and won’t work if renamed.
3. Adjust the Properties of the Character in the Inspector.
Click on the character node in the Scene Tree. The Inspector now shows settings specific to this copy of the character. Adjustments here only affect this version.
A few example properties:
This is also where you’ll change out things like:
This method allows you to fully customize the look, feel, and function of a character in your mini-game without affecting other scenes.
5. (Advanced) Customize Internal Parts With “Make Unique”
If you need to adjust something inside the character, like the collision shape or interact area, follow these steps so your change applies only to your scene:
Now, edits will apply only to this copy. This avoids accidentally breaking other characters that use the same base setup.
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