Replace crystal coins with Threadbare button coins#55
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BTW I know that we could use AtlasTexture2D to use just the first frame of the sprite sheet as a single static sprite, but I think that's potentially a bit obscure for a new Godot user. |
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Play this branch at https://endlessm.github.io/moddable-platformer/branches/endlessm/threadbare-button-coins. (This launches the game from the start, not directly at the change(s) in this pull request.) |
Starting with the [spinning button animation that Manuel drew for Threadbare][0], I converted the yellow version to greyscale; scaled it up to 128×128 (matching the existing coin assets in this project), and completed the 7-frame animation. (In Threadbare, the frame order is 0 1 2 3 2* 1* 0* where the *s mean the frame is flipped horizontally; but it's easier to use if it's a vanilla sprite sheet.) Then I exported two assets: - button_frames.png, containing the whole animation - button.png, which has just the first frame Then the coins are set to use button.png, keeping the yellow tint (i.e. modulate). button_frames.png is not used but it's in the source tree as an easter egg to tempt learners to try to figure out how to change the coin to be animated. It's a little bit weird that we have collectible buttons and also buttons stitched to the tiles, but for me these work better with the surrounding game than stacks of books (as used in threadbare-origins-inkdrinker) - we can keep the nice property of being able to recolour the coins with tint/modulate. I did however tweak the placement of some of the decorative coins in the tilemap to compensate. [0]: https://github.com/endlessm/threadbare/blob/f687d911c26ee31fe9f31b962d45a031f3860bb0/scenes/game_elements/props/button_item/components/button.aseprite
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I ran the PNGs through After: Quite impressive! |
manuq
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Nov 27, 2025
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Nice easter egg! Not because I drew it (borrowing from StoryWeaver's shield by Pixel Frog)
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Starting with the spinning button animation that Manuel drew for Threadbare, I converted the yellow version to greyscale; scaled it up to 128×128 (matching the existing coin assets in this project), and completed the 7-frame animation. (In Threadbare, the frame order is 0 1 2 3 2* 1* 0* where the *s mean the frame is flipped horizontally; but it's easier to use if it's a vanilla sprite sheet.)
Then I exported two assets:
Then the coins are set to use button.png, keeping the yellow tint (i.e. modulate).
button_frames.png is not used but it's in the source tree as an easter egg to tempt learners to try to figure out how to change the coin to be animated.
It's a little bit weird that we have collectible buttons and also buttons stitched to the tiles, but for me these work better with the surrounding game than stacks of books (as used in
threadbare-origins-inkdrinker) - we can keep the nice property of being able to recolour the coins with tint/modulate.
I did however tweak the placement of some of the decorative coins in the tilemap to compensate.