![]() My question, then, is what is the best form for displaying and maintaining the correct image files for a sprite that has multiple animations? Should I lump all the animations into one sprite file and use a system of checks and variables in my code to determine which parts to cycle through (and if so, is there a simple function for cycling through a set number of images given an image index range and a certain speed at which to display them)? Also, if multiple animations should be lumped into one sprite file, are there any useful tools or tricks experienced members like to use to make sure files for different animations don't get mixed up? Or is it a better practice to make a separate sprite for each animation sequence (one for running, one for jumping, etc.)? png animation strip, and I've found ways to make it cycle through all images of the sprite for animations. I've noticed in the help section that you can choose to save a sprite file as a. If I have a character sprite, I will probably want it to do multiple things (maybe an animation for standing still, an animation for walking, an animation for jumping/falling, etc.). ![]() However, I'm a little unclear on how exactly to implement sprite animations in Studio. My only previous work with sprites was in a demo of RPGMaker, but I have the basics down - draw an animation as multiple images, frame by frame, and show them sequentially when certain conditions are met. ![]() ![]() Hello! I have a quick question about sprites and animation in GM:S.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |