Into Godot
Selecting attempts, reading the package, and importing high-resolution raster art.
Gensprite gives game developers an explicit Godot package export from each character workspace. Choose one completed sprite attempt, one completed turnaround attempt, and zero or more completed animation attempts. Exporting does not generate anything, spend credits, mutate attempts, or remove raw-file downloads.
The ZIP contains manifest.json, README.md,
godot/import_character.gd, the selected sprite under sprite/, the selected
direction files under turnaround/, and selected animation frames under
animations/. The versioned manifest records selected job IDs, canonical paths,
24 fps, and exact loop metadata; the importer reads those paths to construct
SpriteFrames. A package with no selected animations remains valid and returns
an empty SpriteFrames resource while retaining the sprite and turnaround.
Everything Gensprite makes is a transparent PNG — realistic or stylized raster art at a generous native size, not pixel art. That decides how it should be handled in an engine: these sprites are meant to be scaled down, not up.
Generate big, shrink in-engine
A raster image scaled below its native size stays crisp; scaled above it, it goes soft, because there are no more samples to show. The outputs are sized with headroom for exactly this reason — import at full size and let the engine scale the node down to what the scene needs. If a character reads too small even at 1:1, the fix is upstream: a lower gutter buys animation resolution, and a fresh generation beats enlarging an old one.
Your engine's default texture settings — smooth (linear) filtering, standard compression off for art with alpha — are the right ones for this kind of art. Nearest-neighbour filtering is for pixel art; on painterly sprites it just makes edges stairstep.
Assembling an animation
The zip unpacks to one folder per direction, frames numbered from
frame_0001. In Godot, drop each direction's frames into an
AnimatedSprite2D as an animation named for the direction — the folder
names (front, left, back, right) are already the names you want,
because they describe where the character faces on screen: play left
while the character moves left. Start at 24 fps and adjust to taste; the
frames themselves carry no rate.
Frame counts differ between generations, so let the engine read the folder rather than hard-coding a count.
Keeping a cast consistent
- One character's animations: same four drawings, same gutter, every time — see the gutter rule. Two clips that came back at different native sizes can be rescued by scaling in-engine, but matching them by eye is exactly the fiddly work the rule exists to avoid.
- One project's characters: pin the sprite Style rather than leaving it on Auto, and keep one elevation across everyone's turnarounds.
- Pick one in-engine scale factor per character and apply it to every clip, so walk and idle stay the same size on screen.