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Project Stations

@stations.cretapark.me
57 followers 3 following 64 posts

An toy project about tiny 2D platformer adventure game by @cretapark.me More information : creta5164.itch.io/project-stations

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Project Stations @stations.cretapark.me · 06/05/2026
It looks pretty convincing from a distance, I like it. (Second image, it's in-game view) I couldn't make any progress for a while because of an unknown crash in Dream Rigger that I spent time fixing. Now it's time to stitch the poses back together. #godot #godotengine
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Project Stations @stations.cretapark.me · 22/02/2026
After a long time, I've been working on this personal project and slowly refining the physics. In the process, I needed a way to easily convert multiple Sprite nodes to RigidBody. The current implementation isn't quite real-world physics, but it's meeting my standards. #godot #godotengine
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Project Stations @stations.cretapark.me · 22/02/2026
Making some spatial docs with current implementation of physics based classic platformer character. Actually, listing them all this way helped me identify some issues with this. In particular, it gave me a chance to revisit how I resolve velocity when hitting the ceiling. #godot #godotengine
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Project Stations @stations.cretapark.me · 05/01/2026
Okay, I can able wrap it up for alpha version of DreamRigger, soon. Recording animation with UndoRedo works pretty well, even it automatically creates track too with specialized for hand-drawn keyframe friendly configuration. Track's interpolation mode is capture on created. #godot #godotengine
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Project Stations @stations.cretapark.me · 03/01/2026
Finally found proper way to get working recording animation key feature for DreamRigger. It will depends Godot version I guess... #godot #godotengine
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Project Stations @stations.cretapark.me · 02/12/2025
Probably final part of refactor editor codes of DreamRigger for now... It's almost done... #godot #godotengine
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Project Stations @stations.cretapark.me · 02/12/2025
After pleanty time of refactoring editor codes of DreamRigger, it's more flexable then before handling multiple instances. Now I can inspect these directly only hovering desired context items! #godot #godotengine
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Project Stations @stations.cretapark.me · 16/10/2025
I started writing viable ideas for Project Stations... 정류장 프로젝트에 실현 가능한 아이디어를 작성하기 시작했습니다...
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Project Stations @stations.cretapark.me · 15/07/2025
Dream Rigger for 2D is almost having same feature as like 3D that have! #godot #godotengine
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Project Stations @stations.cretapark.me · 15/07/2025
Utilizing _get, _set with silenting notification can take over it's behavior! As you can see, the flip behavior is affected by the parent node, unlike the flip behavior, which is independent of the sprite. Now I can unionize DreamRiggerPart to Sprite2D/3D! #godot #godotengine
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Project Stations @stations.cretapark.me · 14/07/2025
Porting Dream Rigger to 2D... As my intention, 3D will still be alive for future. #godot #godotengine
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Project Stations @stations.cretapark.me · 02/07/2025
I did migrated my physics based platformer character from 3D to 2D environment! But uh, this was required pixels per unit for equality. (100pixels per unit for velocity calculation for now) #godot #godotengine
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Project Stations @stations.cretapark.me · 24/05/2025
Long time no see my dearest Krita, I want to make some cool thing with you and Godot. #Krita
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Project Stations @stations.cretapark.me · 03/05/2025
I've added some transformations to make the coordinate-related manipulation behavior of the scratchpad as close to what you see as possible, so that things like position and angle adjust to the direction you're rubbing. And now... Dream Rigger looks a little bit like beta 1.0. #godot #godotengine
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Project Stations @stations.cretapark.me · 03/05/2025
I've added some transformations to make the coordinate-related manipulation behavior of the scratchpad as close to what you see as possible, so that things like position and angle adjust to the direction you're rubbing. And now... Dream Rigger looks a little bit like beta 1.0. #godot #godotengine
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Project Stations @stations.cretapark.me · 03/05/2025
I've just added flips and rotation Z to Dream Rigger's scratch pad, and some UX improvement by visualizing current state of scratch pad's target properties. Rotate and selecting sprites with it feels better! There's some few issues with transforms, hope I can fix it quickly. #godot #godotengine
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Project Stations @stations.cretapark.me · 26/04/2025
My first animation with Dream Rigger beta (testing record feature for AnimationPlayer) I can't believe it, but now all I have to do is create the resource and compose the animation... #godot #godotengine
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Project Stations @stations.cretapark.me · 17/04/2025
I've been doing replace Dream Rigger inspector's controls to familiar editor inspector's standard controls using EditorInspector's instantiate_property_editor. docs.godotengine.org/en/latest/cl... Oh, also you can rename joints too. #godot #godotengine
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Project Stations @stations.cretapark.me · 15/04/2025
Just tried to testing productivity of current version of Dream Rigger, seems kinda flawless for me, but there's still improvements to do beside of usability. youtu.be/5UXo1-a4iS0 #godot #godotengine
youtu.be
[Godot] Dream Rigger - Initial composition workflow test
YouTube video by Creta Park
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Project Stations @stations.cretapark.me · 10/04/2025
Here's first initial complete draft of Dream Rigger's scratch pad! You can manage all of these part/sprite values into one panel, just like shortcuts but for mouse composition! There's still more things to do... (i.e. auto insert key for animation player, base inspectors) #godot #godotengine
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Project Stations @stations.cretapark.me · 03/04/2025
Introducing... Scratch pad! In Dream Rigger, you can 'scrubbing' scratch pad to quickly compose parts to make up character's pose! Hopefully this approach also effective for composing joints too. #godot #godotengine
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Project Stations @stations.cretapark.me · 01/04/2025
This video shows a rough workflow for Dream Rigger. I think I'm comfortable with not moving the mouse around as much, but I'm still not quite there yet with navigating the poses, so I'll probably have to add sprite shortcuts. #godot #godotengine
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Project Stations @stations.cretapark.me · 25/03/2025
Here's first draft of quick handle idea for Dream Rigger, so you can control values 2 dimensional way inside of inspector! I'd like to try an on-screen solution, but until I resolve the conflict with the default gizmos, I'm probably going to have to create content with this... #godot #godotengine
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Project Stations @stations.cretapark.me · 23/03/2025
Dream Rigger is almost complete for initial features on beta! - Gonna make shortcuts soon (change poses, compose offset and z layer, joints, etc) - Gonna ship quick handle for offset, z layer, joint position (imagine like drag numeric value via label name in Unity/Godot) #godot #godotengine
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Project Stations @stations.cretapark.me · 16/03/2025
Just finished joint list's operation, preparing inspector in Dream Rigger control panel. #godot #godotengine
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Project Stations @stations.cretapark.me · 06/03/2025
I have to do refactor 'ItemList' to make it reusable with undo/redo feature... Gonna use it for joint list too. #Godot #GodotEngine
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Project Stations @stations.cretapark.me · 18/02/2025
Working on managing joints with gizmo handles in DreamRigger, it can be edited while selecting joint in inspector. #gamedev #indiedev #godot #godotengine
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Project Stations @stations.cretapark.me · 16/02/2025
Cooking some gizmo for DreamRigger's sprite joints... #gamedev #indiedev #godot #godotengine
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Project Stations @stations.cretapark.me · 09/02/2025
Should I keep posting about Dream Rigger tooling with this account? I implemented rearrange pose sprites with drag/drop today btw. #gamedev #indiedev #godotengine #godot
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Creta Park @cretapark.me · 04/02/2025
Hello new followers, I'm Creta Park and fassionate on gamedev! Experienced in Unity and C# and working on SunnySideUp (Little Witch in the Woods). Also personal project called Project Stations (@stations.cretapark.me) Id like to hear about you so make sure I can follow you too! creft.me/cretapark
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Project Stations @stations.cretapark.me · 01/02/2025
I finished big refactor that turn indexes to UIDs in Dream Rigger. In doing so, I've seen how it will handle migrations later on, and it doesn't look promising, but look at this! Now I have to get back to work on reordering the pose sprites and other things. #gamedev #indiedev #godot #godotenigne
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Project Stations @stations.cretapark.me · 01/02/2025
I finished big refactor that turn indexes to UIDs in Dream Rigger. In doing so, I've seen how it will handle migrations later on, and it doesn't look promising, but look at this! Now I have to get back to work on reordering the pose sprites and other things. #gamedev #indiedev #godot #godotenigne
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Project Stations @stations.cretapark.me · 28/01/2025
Before I get into drag-drop to rearrange sprites, I made it possible to undo-redo selection of sprites in pose browser. Before I get into rearrange feature, I have to make it turn index into guid... hope this don't take time so much 🙏 #gamedev #indiedev #godot #godotengine
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Project Stations @stations.cretapark.me · 27/01/2025
I have now made it possible to import Textures into Sprites in DreamRigger via drag and drop. However, I'm noticing a hiccup with resource's changed signal now, I'll check them later. (The signal for the pose resource changed and the pose resource modified) #gamedev #indiedev #godot #godotengine
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Project Stations @stations.cretapark.me · 24/01/2025
Today I've been refactoring Dream Rigger. The control panel used to hold all the code, but now I've moved the responsibility to each container area. I'm now preparing for the upcoming addition of dragging/dropping sprites, bulk editing, and more. #gamedev #indiedev #godot #godotengine
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Project Stations @stations.cretapark.me · 24/01/2025
Today I've been refactoring Dream Rigger. The control panel used to hold all the code, but now I've moved the responsibility to each container area. I'm now preparing for the upcoming addition of dragging/dropping sprites, bulk editing, and more. #gamedev #indiedev #godot #godotengine
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Project Stations @stations.cretapark.me · 22/01/2025
I decided to remove the Pose Editor panel that I was created in Dream Rigger and integrate the Control Panel into my compositing workflow. I'm now going to make it so that dragging images into the PoseBrowser will add sprites to the pose. Because... (1/5) #gamedev #indiedev #godot #godotengine
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Project Stations @stations.cretapark.me · 20/01/2025
Keep working on improving DreamRigger's resource creation workflow. One step closer to improving iteration of creating initial resources... #godot #godotengine
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Project Stations @stations.cretapark.me · 08/01/2025
I am still focused on developing features that effectively speed up the process of composing sprites in Dream Rigger. Currently, you can see the current pose sprite for that part in the Hierarchy side panel, you can select a selection of available poses. #godot #godotengine #gamedev #indiedev
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Project Stations @stations.cretapark.me · 05/01/2025
Some bonus clip : Feels cold
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Project Stations @stations.cretapark.me · 05/01/2025
I started to focus on developing the control panel for Dream Rigger, with the main goal being to minimize the time cost of composing sprites as much as possible. Currently, I'm building the infrastructure to pick up sprites in poses and apply them on the fly. #godot #godotengine #gamedev #indiedev
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Project Stations @stations.cretapark.me · 27/12/2024
Sprites for parts in the hierarchy are now excluding alpha borders so that they can be viewed larger. However, I'm looking to see if there is a more efficient way to do this for memory, because it creates an Image and ImageTexture per sprite changes... #godot #godotengine #gamedev #indiedev
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Project Stations @stations.cretapark.me · 22/12/2024
I finally started rigging and animating my character. It's still a bit of a trial and error process, so some of the animations are awkward, but at least in the 'playground' clip in the video, I can see that it's easy to get the smooth yet extreme moves I want. #godot #godotengine #gamedev #indiedev
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Project Stations @stations.cretapark.me · 19/12/2024
Since the final compositing would be done in the Animation Player, and I realized that offsets would be best work with it, so I fixed the offset to only control the Z of the part, and to act as an absolute so that the user can layer the Z as they see fit. #godot #godotengine #gamedev #indiedev
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Project Stations @stations.cretapark.me · 17/12/2024
With basic data and feature logic of Dream Rigger are done, I set out to create an editor that would allow me to quickly modify and control parts. Since the Scene panel shows all nodes, I created a Heirarchy that only shows parts. You can see them change order, name, and icon. #Godot #GodotEngine
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Project Stations @stations.cretapark.me · 14/12/2024
I have added an offset to the part to make it easier to compose in the Animation Player, so that I can slightly adjust the position of the part to frame subtle additional behaviors, and it scales based on the parent part's Sprite Pixels Per Unit. #godot #godotengine #gamedev #indiedev
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Project Stations @stations.cretapark.me · 13/12/2024
The sprite rigging tool I was building now has a reasonably clean workflow, even if it doesn't go all the way to its own editor tooling. I can adjust the Pose Index to change pose, but what if... I introduced a concept like a blend tree? #godot #godotengine #gamedev #indiedev youtu.be/bToggg9Fpzk
youtu.be
[Godot 4.3] Developing keyframe-friendly sprite rigging tools
YouTube video by Creta Park
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Project Stations @stations.cretapark.me · 09/12/2024
I tried composing the animation with the tools I've created so far, and realized that there is still a lot of manual work that goes into iterations, but it looks pretty good, at least for now! #godot #godotengine #gamedev #indiedev
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Project Stations @stations.cretapark.me · 08/12/2024
Just implemented joints, now I can try some creating simple animation with it! #godot #godotengine #gamedev #indiedev
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Project Stations @stations.cretapark.me · 08/12/2024
By making the export property of all Resource types call emit_changed, I able to go through the entire editor rigging process. When detecting changes to arrays, I made _validate_property call emit_changed as a deferred to achieve it. #godot #godotengine #gamedev #indiedev
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