AnimatedSprite2D Problems & maybe Codable solutions?

Godot Version 4.1.2

The AnimatedSprite2D has a few problems I’ve run into, as the title says, which I could use some help on.

I’m working on a 2D platformer which has, at the moment, only one screen for testing purposes. The camera isn’t moving yet.

Firstly, the Clip-ening:




When the child AnimSprite2D moves with its parent, a CharacterBody2D, there’s a chance that the selected frame clips for some reason, and you can see the borders of the spritesheet for some reason.

My prototype playerChar isn’t even going all that fast, but I do notice that it happens more when I jump. Perhaps the diagonal movement has smth to do with that?

Size Control

Next, how to make it so that the frames are all the same size.

Godot may be great for coding, but I consistently run into the problem of the animations not being the same size and having no options to change the size after their sprites have been cut. There’s no Transform options for any of the sprites either.

Are there any workarounds to this which I can code in, or will I have to manually edit each and every sprite over and over in an external program?

Misc. Info to work with:

Anything helps, right?

  • The program’s a mobile game which is meant to run on Android; I can remote debug / one click deploy with it just fine.
  • Currently the movement works by holding Right and then tapping Left to Jump forwards; vice versa for the other direction. I’ve coded it so the movement can only go one way at a time
  • The animations can face the wrong way if you try hard enough (IE facing left while sliding right); might this have smth to do with it?

Sorry if I don’t understand but, The camera is clipping out of the scene right?