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Introduction

This project is archived

See https://www.marioforever.net/thread-2834-1-1.html for details. If you are still interested in this project, you can read the documents under the folder res:\\doc for more information.

The followings are original introductions.

Workflow

This is a Mario Forever project based on Godot 4 .NET 7. Current Godot version: v4.1.stable.mono.official [970459615]. Here are some simple introductions of the workflow in this project.

Visual Studio 2022

Visual Studio 2022 is recommended for C# coding and debugging.

To debug the project with VS2022, you can create a new launch profile in Debug->Mario Forever GdCSharp Dev Debug Properties. Set executable path to Godot path (for example, xxxxx\Godot_v4.1-stable_mono_win64.exe), and add command line arguments --path $(SolutionDir) > godot.log, in which case you can see the Godot console output in a log file .godot\mono\temp\bin\Debug\godot.log. If you want to watch the Godot console output in the runtime, you can set the executable to Godot console version (for example, Godot_v4.1-stable_mono_win64_console.exe), and add command line arguments --path $(SolutionDir) instead of letting Godot output the console as log file.

Source Generator

See res:\\doc\generator.md.

Aseprite

A custom Aseprite Importer plugin has been implemented in this project (inspired by Godot Aseprite Wizard). To set up the plugin, you can either set the path containing aseprite.exe to system PATH, or just set the full path of aseprite.exe to Editor->Editor Settings->Aseprite->General->Aseprite Exec Path.

Usage

The importer will auto generate CompressedTexture2D .png file and SpriteFrames .tres file when importing .aseprite or .ase file. (Due to Import Mode, only generating the texture file is also possible.) Here are two animation generating patterns:

  1. Use Tag in Aseprite. You can set up Tag in Aseprite, then the importer will use the tag name to create animation. The tag direction Forward, Reverse, Ping-pong is also supported. However, the untagged part will be ignored while the spritesheet is still entire, please avoid this as possible.

  2. Use seperate aseprite files. You can create several different aseprite files with the same Basename and different Animation Name by using a dot . separator. For exmaple, putting mario.Walk.aseprite and mario.Jump.aseprite in the same folder will let the importer generate a single SpriteFrames named mario.tres with two animations Walk and Jump. If there is no Animation Name found, then the importer will use Default as animation name. (Please avoid using Default in Animation Name or using . in Basename, as it may cause conflicts.)

These two patterns can also be used together, the importer will only use Tag if Tag Only option is enabled, otherwise the tag name will be appended to the animation name.

The animation will be imported as looped by default import settings, if you want to make a specific Tag oneshot, you can add _oneshot suffix to the tag name.

If you don't need to reimport anymore, then the aseprite files will become useless. Therefore, feel free to remove the aseprite files and the plugin when exporting.

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Mario Forever dev template based on Godot 4 C#

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