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Aseprite Wizard icon image
viniciusgerevini
Aseprite Wizard

Import Aseprite animations to AnimationPlayers, AnimatedSprite2D, AnimatedSprite3D and SpriteFrames.Features:- Godot importer and inspector docks for easy import and re-import.- Adds automatic importers: - Aseprite SpriteFrames: Use Aseprite files as SpriteFrames resources. - Aseprite Texture: Use Aseprite files as static images (only first frame is imported) - Aseprite Tileset Texture: Use Aseprite files with tilemap layers as AtlasTexture which can be added directly to Godot's tileset creator.- Inspector docks to manually import animations to: - AnimationPlayer (Sprite2D, Sprite3D and TextureRect). - AnimatedSprite2D/3D. - As standalone SpritesFrames resource.- Supports Aseprite animation directions (forward, reverse, ping-pong, ping-pong reverse).- Supports loopable and non-loopable animations via Aseprite repeat or tags.- Separates each Aseprite Tag into animations. In case no tags are defined, imports everything as default animation.- Filters out layers you don't want in the final animation using regex.- Supports slices. Import only a region from your file.- For AnimatedSprite - Creates SpriteFrames with Atlas Texture to be used in AnimatedSprites. - Converts Aseprite frame duration (defined in milliseconds) to Godot's animation FPS. This way you can create your animation with the right timing in Aseprite and it should work the same way in Godot. - Choose to export the Aseprite file as a single SpriteFrames resource or separate each layer in different resources. - Adds Aseprite file importer to Godot.- AnimationPlayer - Adds and removes animation tracks without removing other existing tracks. - You are free to import multiple files to the same AnimationPlayer or import each layer to their own Sprite/TextureRect and AnimationPlayer. - Supports animation libraries.Aseprite Wizard is only required during development. If you decide to not use it anymore, you can remove the plugin and all animations previously imported should keep working as expected.

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Virtual Joystick DX icon image
Repechul
Virtual Joystick DX

Virtual Joystick DXA fully customizable, modular virtual joystick plugin for touchscreen games in Godot 4. Switch between a smooth **360Β° analog joystick** and an **8-direction D-Pad**, all from a single node.Compatible with Godot 4.6+ β€” tested on 4.7---Features- Two control styles β€” Joystick (360Β°) or D-Pad (8-direction), swappable per node.- Three joystick modes β€” `STATIC`, `DYNAMIC`, `FOLLOWING`, from a fixed base to one that floats and follows the finger.- Action Mapping system β€” bind any stick to custom InputMap actions with five trigger modes (`ON_TOUCH`, `CONTINUOUS`, `ON_THRESHOLD`, `ON_RELEASE`, `TAP_GESTURE`), great for a second stick dedicated to aiming or shooting.- Full haptic feedback β€” independent vibration for press, release, and direction change, tuned separately per style.- Active Region β€” restrict touch detection to a custom screen area, ideal for dual-stick setups.- Dynamic visibility β€” auto-hides when a gamepad or physical input is detected, and reappears on touch.- Fully skinnable β€” custom textures for the joystick and D-Pad, with color fallbacks when none are set.- Modular architecture β€” math, rendering, region logic, and hardware detection each live in their own class.---Quick start1. Copy `addons/virtual_joystick_DX/` into your project's `addons/` folder.2. Enable Virtual Joystick DX in Project β†’ Project Settings β†’ Plugins.3. Add the `VirtualJoystickDX` node under a `CanvasLayer`.4. Read movement with `Input.get_axis()` β€” not `get_vector()`.For full property tables, trigger-mode details, signals, and troubleshooting, see the extended Readme: https://github.com/Repechul/Virtual-Joystick-DX/blob/master/addons/virtual_joystick_DX/README.md.

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