I had this idea lying around in pieces for a while, a much, much tighter and more flexible tweening API for Godot.

What inspired was this repo (unity-tweens) by Jeffrey Lanters, I used it a few times for Unity and after an upgrade, the API got super weird. All the fluent stuff was gone...

... until I realized it was so, so, so much better this way. ♥️

Well, Godot is full of fluent API for tweens, and I always found it bewildering and a bit clunky to use; even though Godot is my absolute favourite game engine right now.

Long (very looooong, tweens.gd users will get the joke later) story short - tweens.gd became a bit of a monster project, not gonna lie. Godot has, surprise!, a boatload of nodes, each with boatloads of properties.

... here it is. Still a little rough around the edges (generated docs at the end are dense, and the Godot in-engine samples are still very much WIP).

This has been a really fun practice effort to make a 'nice' asset/plugin for the Godot Asset Store. I want to keep maintaining it, of course (I run a small org on github called ⤜outfox⤏, making tools and libraries for fun rather than profit.

https://store.godotengine.org/asset/outfox/tweens/

Call to action - I would absolutely love for some indie devs to try it out and let me know what you think.

  • does the API make sense? (both C# and GDScript ... I know I'm getting kind of cute with a few of the concepts to eke out more legibility and less verbosity)

  • is the performance and stability okay? (I have a super basic benchmark that says it's doing okay, comparable to the built-in Godot Tween class.)

  • what's missing? what's needed from your end?

Cheers, and thanks in advance. I'll be here in the thread to answer questions.

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[–] 20 points 2 weeks ago (1 child)

For the uninitiated, Tweening is an animation technique where between two frames a new frame is generated bridging the gap between them in an attempt to make animations smoother.

In movies, it worked really well to make stop-motion special effects more lifelike but was largely abandoned by mainstream studios when CGI became the norm.

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