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Quick Information

QuickTweens is my evergrowing collection of premade tweens that I put under a static class. All functions return a tween for chaining,and can take an optional dictionary containing {'inital':[the tween you want to happen first]}the current tweens are:flip(node:Node,propertyname:NodePath,speed=.05,optional:Dictionary={})despite its name, it just tweens a single value from 1 to 0 and then back. you can add an optional for callback {'callback':[callable]} to execute when thetween is at zero. I used it to create a card flipping effect that changes the sprite when it's not visible to the player.bounce(node:Node,propertyname:NodePath,bounceheight = 10.0,upspeed=.1,downspeed=.5,optional:Dictionary={})simply tweens a property to rise up a certain amount and then drop back down.smooth_rise_and_fall(node:Node,propertyname:NodePath,rise_height:float=10,fall_height:float=150,speed=1,optional:Dictionary={})rises up a slight amount and then drops singificantly farther, similar to a death in a platformer gameknock_off_arc_2D(node:Node2D,rise_height:float=10,fall_height:float=150,arc_range:float=20,rotation_range:float=12,speed=1,optional:Dictionary={})adds an arc to the smooth rise and fall tween to add a tumbling offscreen effect.
Quicktweens
QuickTweens is my evergrowing collection of premade tweens that I put under a static class. All functions return a tween for chaining, and can take an optional dictionary containing {'inital':[the tween you want to happen first]}
the current tweens are:
flip(node:Node,propertyname:NodePath,speed=.05,optional:Dictionary={}) despite its name, it just tweens a single value from 1 to 0 and then back. you can add an optional for callback {'callback':[callable]} to execute when the tween is at zero. I used it to create a card flipping effect that changes the sprite when it's not visible to the player.
bounce(node:Node,propertyname:NodePath,bounceheight = 10.0,upspeed=.1,downspeed=.5,optional:Dictionary={}) simply tweens a property to rise up a certain amount and then drop back down.
smooth_rise_and_fall(node:Node,propertyname:NodePath,rise_height:float=10,fall_height:float=150,speed=1,optional:Dictionary={}) rises up a slight amount and then drops singificantly farther, similar to a death in a platformer game
knock_off_arc_2D(node:Node2D,rise_height:float=10,fall_height:float=150,arc_range:float=20,rotation_range:float=12,speed=1,optional:Dictionary={}) adds an arc to the smooth rise and fall tween to add a tumbling offscreen effect.
QuickTweens is my evergrowing collection of premade tweens that I put under a static class. All functions return a tween for chaining,
and can take an optional dictionary containing {'inital':[the tween you want to happen first]}
the current tweens are:
flip(node:Node,propertyname:NodePath,speed=.05,optional:Dictionary={})
despite its name, it just tweens a single value from 1 to 0 and then back. you can add an optional for callback {'callback':[callable]} to execute when the
tween is at zero. I used it to create a card flipping effect that changes the sprite when it's not visible to the player.
bounce(node:Node,propertyname:NodePath,bounceheight = 10.0,upspeed=.1,downspeed=.5,optional:Dictionary={})
simply tweens a property to rise up a certain amount and then drop back down.
smooth_rise_and_fall(node:Node,propertyname:NodePath,rise_height:float=10,fall_height:float=150,speed=1,optional:Dictionary={})
rises up a slight amount and then drops singificantly farther, similar to a death in a platformer game
knock_off_arc_2D(node:Node2D,rise_height:float=10,fall_height:float=150,arc_range:float=20,rotation_range:float=12,speed=1,optional:Dictionary={})
adds an arc to the smooth rise and fall tween to add a tumbling offscreen effect.
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Quick Information

QuickTweens is my evergrowing collection of premade tweens that I put under a static class. All functions return a tween for chaining,and can take an optional dictionary containing {'inital':[the tween you want to happen first]}the current tweens are:flip(node:Node,propertyname:NodePath,speed=.05,optional:Dictionary={})despite its name, it just tweens a single value from 1 to 0 and then back. you can add an optional for callback {'callback':[callable]} to execute when thetween is at zero. I used it to create a card flipping effect that changes the sprite when it's not visible to the player.bounce(node:Node,propertyname:NodePath,bounceheight = 10.0,upspeed=.1,downspeed=.5,optional:Dictionary={})simply tweens a property to rise up a certain amount and then drop back down.smooth_rise_and_fall(node:Node,propertyname:NodePath,rise_height:float=10,fall_height:float=150,speed=1,optional:Dictionary={})rises up a slight amount and then drops singificantly farther, similar to a death in a platformer gameknock_off_arc_2D(node:Node2D,rise_height:float=10,fall_height:float=150,arc_range:float=20,rotation_range:float=12,speed=1,optional:Dictionary={})adds an arc to the smooth rise and fall tween to add a tumbling offscreen effect.