In the TileSet within TileMapLayer, there is an option called “Animation” that appears when selecting a tile, but I don’t understand how to use it. If it was covered in the tutorial, I must have missed it.
I believe this is a basic feature—could you please explain how to use it? Thank you very much.
This is a feature of the Godot Engine, so it was not documented in this manual.
I intended to refer you to the Godot Engine tutorial, but it seems there is no Japanese-language information available…
Therefore, I will explain it here.
◆ Prerequisites for Animation Tiles
- Prepare an image with the tiles you wish to animate arranged consecutively in a row. (You can also arrange them vertically, but horizontal is recommended.)
◆ Setup Procedure
- Load a TileSet into the TileMapLayer following the usual procedure.
- In the TileSet tab of the bottom panel, load the image you wish to use as an animation tile. When doing so, select “No” for automatically creating tiles.
- The tile image will load in a grayed-out state. Click on the tile you wish to designate as the animation’s starting point. A tile will be created at the selected area, and only that portion of the image will brighten.
- Tiles other than the starting point must remain uncreated (grayed-out). If you accidentally brightened a tile other than the starting point, right-click to delete it.
- Switch to “Select,” choose the starting tile, and expand the animation.
- The “Columns” property within the animation determines the number of animation frames. Set the value according to the number of frames—for example, set it to 4 for 4 frames.
- Expand “Frames” and click “+ Add Element.” The next frame (the tile to the right) will automatically brighten.
- Add as many “+ Add Element” entries as there are frames, and the setup is complete.
◆ About Each Property
Columns: Specifies the number of columns to use in the animation. Setting it to 0 means all columns will be used. If you set a value of 1 or higher, and specify more frames than the number of columns, the animation will use tiles from the next row directly below the starting point. For example, setting Columns to 1 will cause the animation to extend vertically as you add elements.
Separation: Usually, 0 is fine. Use this when animating tiles arranged with a 1-pixel gap between them.
Speed: Controls the animation speed. A value of 3 means the animation plays at 3x speed.
Mode: Choose whether the animation always starts from the starting point or begins at a random position.
Duration: Specifies the number of seconds to display each tile.
3 Likes
Thank you for your explanation.
I wonder if my search methods are inadequate, but it seems that information about Godot in Japanese is scarce, and even looking up basic usage feels time-consuming. In such cases, perhaps I should try searching for Japanese forums or communities related to Godot.
Since I’m not entirely clear about the scope of questions I can ask regarding ACTION GAME MAKER, I might end up asking similar questions again in the future. I would greatly appreciate it if you could let me know the range of topics you’re able to answer.
You’re welcome to ask questions about Godot!
By asking questions, information accumulates within this guild, making it easier for others to find answers later.
Please note, however, that the Godot-related sections are not officially included in the ACTION GAME MAKER manual (since the official Godot manual already exists as the primary reference).