You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I'm using this library with Tiled editor. Its animations are more flexible. It can choose from non-adjacent tiles and set a different duration for each frame. If it's not too much trouble, this might be a nice thing to add to this library. The duration limitation is easier to workaround than the adjacent tile limitation. This is a really excellent library that could benefit from a little more flexibility with animations.
The text was updated successfully, but these errors were encountered:
This is already doable by creating your own tile animation system. Only GPU animations are limited to adjacent tiles. This could be improved but might require supporting storage buffers which webgl 2 doesn't support.
I'm still pretty new to Rust and Bevy and game dev. I'm not sure where I'd start to create my own tile animation system. I was looking at the animation code in this repository and I could not understand anything that was going on.
I'd like to second this request.
Being able to do this would really simplify what has to be manually managed between the sprite sheet(s) and the code to bring large maps to life.
Additionally could simplify what can be seamlessly generated through auto-building level builders like LDTK - with bevy_ecs_ldtk.
Apologies - I don't know enough to help / implement this myself.
I'm using this library with Tiled editor. Its animations are more flexible. It can choose from non-adjacent tiles and set a different duration for each frame. If it's not too much trouble, this might be a nice thing to add to this library. The duration limitation is easier to workaround than the adjacent tile limitation. This is a really excellent library that could benefit from a little more flexibility with animations.
The text was updated successfully, but these errors were encountered: