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For creating Art specifically, check out the For Artists page.
Sprites include anything used for Actors, such as characters, vehicles, turrets and parts of clothing such as hats, shirts, pants, etc. Sprites can also be used for menu buttons, banners, etc. for your Interfaces.
The buttons in the top-left corner of the window allow you to Manage your resources.
Display Name – is used to identify the Sprite in the editor.
Scripting ID – is used to identify the Sprite through scripting.
Category – is used to customize which area this Sprite belongs to. This means the Sprite will appear in the appropriate place on an Actor when they have it equipped.
Face – is used to import a graphic to represent a Sprite’s face. This can be used in Interfaces or displayed in dialogue boxes through the use of the “Advanced Message Box” event.
Keep Resource in Memory - when ticked, the Sprite will stay in active memory (RAM).
Rotate Graphics with Direction - when ticked, the graphic will rotate as their direction changes but the Sprite will not change unless “Individual Directions” is also ticked. For flat graphics, like in top-down perspective games, you can tick this box to make a Sprite rotate when the direction is changed. This means you will not necessarily need to add animations for all directions.
Individual Directions - when ticked, you can add additional directions for “Rotate Graphics with Direction”.
Rotate Collision with Direction - when ticked, collisions will rotate along with the shape of the Sprite.
Opens the Graphic Platform Compression window. This window is used to compress large graphics so that they take up less space on the video card. This is particularly useful for Android games.
This option allows you to specify a master model(s) to open up the “Master Segment” option when creating a new Sprite animation.
Within the Sprite Editor it's possible to not only copy/paste individual frames (by selecting the frames, right-clicking and selecting copy/paste respectively) but also possible to copy an entire animation (which also copies their display settings) by right-clicking the animation sequence. You can also copy/paste poses and directions the same way (which also copies their animations, settings and sequences) by right-clicking the pose name or the direction wheel respectively.
Default Color(s) – sets the default color of a Body Sprite. When you create a new character the default color will be automatically selected.
Edit Connections to Accessories – sets whether other Sprite categories can interact with your Body Sprite. For example: if you had a zombie Sprite and a torn “Shirt” Sprite you may set it up so that only the zombie can use the torn up shirt and not other characters, such as the main character.
These options only become available if you've selected a category other than “Body”:
Share Body Color - sets whether the Sprite uses the same body color as the relating body Sprite.
Equipment Exception - sets which category type can be equipped to this specific Sprite. This means you can make an exception to other equipment being set on top of this one, such as hats being used with hair.
Edit Connections to Bodies - sets which body Sprites this accessory Sprite can be attached to.
This section allows you to add animations to pre-defined actions such as “Walking” and “Jumping”.
Add Custom Pose – allows you to create your own poses which appear in the list to the right. You can then use the “Play Custom Pose” event in scripts in order to play this pose in-game.
Direction - the direction wheel allows you to select up to 8 separate directions to allow for alternative animations for various directions.
Add Animation - this is for inserting a new Sprite animation in relation to the Pose options.
Mapping - “Color/Diffuse” is the default Sprite texture whereas “Normal” is used to add an optional texture for greater detail.
Frame Time - sets the speed at which an individual frame(s) plays at.
Name - sets the name of the selected animation.
Layer (Render) - is used to add layers to a Sprite so that a single Sprite can have multiple colors assigned to it. This means you aren't required to use the clothing system. The render priority determines which layer will appear first, with lower values being rendered first and higher values being rendered last.
Layer (Color) - is used to assign a different color layer value for each animation for a Sprite. You can have multiple colors displayed for a single category.
Shadow Distance - sets the distance in pixels that the shadow will be rendered away from the Sprite.
Lighting Mode - sets the lighting of the Sprite (note: does not apply to 3D models):
Additive – when ticked, this will “add” color to the graphic rather than blending it in.
Smooth Scaling – when ticked, this will smooth the edges of a Sprite when scaled (anti-aliasing).
Color Unaffected – when ticked, the graphics color will be prevented from being altered when the Sprite’s color is changed.
Disable Lighting - when ticked, lighting of the graphic will be disabled.
Overlay – when ticked, the graphic in front of everything else will be rendered. It will also display it at its original scale.
Billboard – when ticked, the graphic will be drawn upright regardless of the orientation of the camera. This is particularly useful for Particle Effects.
Face Camera (X) – when ticked, this will ensure the graphic is facing the camera by only rotating it in the X axis (left-right).
Face Camera (Y) – when ticked, this will ensure the graphic is facing the camera by only rotating it in the Y axis (up-down).
Face Camera (Z) – when ticked, this will ensure the graphic is facing the camera by only rotating it in the Z axis (on its axis).
Tile Horizontally – when ticked, this will repeat the graphic along the horizontal (X) axis.
Tile Vertically (Y) – when ticked, this will repeat the graphic along the vertical (Y) axis.
Tile Vertically (Z) – when ticked, this will repeat the graphic along the vertical (Z) axis (applies to Platformer Game Projects).
Disable Depth - when ticked, drawing performance is improved however things may be incorrectly drawn in front of Sprites when they're in fact behind them.
Particle Generation - when ticked, this will enable the Particle Options button, allowing you to create Particle Effects.
Ambient - sets the color of the Sprite when it's not illuminated.
Color/Diffuse / Alpha - sets the color/alpha of the Sprite when it is illuminated.
Specular / Strength - sets the highlight color of the Sprite and its visible strength.
Specular Sharpness - sets how defined the specular highlight is.
Glow/Emissive - sets the glow color of the Sprite.
Reset to Defaults - sets all material values back to what they were originally.
This section allows your Sprite to retrieve specific data such as position, size, rotation, color, etc. and apply them to itself. For example: you could use the ‘Retrieve Position X’ box to move the sprite along the horizontal axis depending on the value stored inside a Global Variable.
The Sequencer can be used to create smooth transitions between frames. For example: you can create a tween between frames by placing your Sprite on the left side of the preview window, creating a second frame and then moving the second Sprite over to the right side. It will automatically create a smooth transition so that the Sprite doesn’t suddenly appear over to the right but actually moves over to the right instead.
Pose Length - sets the amount of frames an animation takes.
Pose Rate - sets how many frames play per second.
Sequence Mode - choose whether a Sprite will loop continuously (Loop) or play only once (Once).
Click on the preview window in the bottom-right corner of the Sprite Editor or click on the dedicated “Sequence / Collision” button just above it to open the Sequence Editor. Here you can modify a Sprite's animation, collision and holding points.
This is used to see your animation in different camera views. 001 Game Creator will automatically select the view that is appropriate to your project.
The Action / RPG Project Template will automatically choose the “45°” view.
The Platformer Game Project Template will automatically use the “Front” view.
You can also preview Sprites on an Interface by selecting the “Int.” view.