![]() The origin point is used to determine the point by which an actor rotates or scales. Origin PointĪn Animation can also have a designated origin point. Have you noticed that their animations always look the same no matter what? If this weren't the case, it would look disconcerting. To put this more concretely, think about the coins in a Mario game. Synchronized animations will animate in at the same time as each other. Looping?įrames can be set to loop or play through just once. Now that you've imported an image, you'll see its details, We'll step through what each part means.Įach animation state is given a name, which you use when you want to switch animations. Dragging in an image to the Dashboard or an editor that is not the Actor Editor will have varying effects, none which will import a new animation for the current Actor.Dragging in an animated GIF will bypass the dialog and immediately import the frames.Doing this will bring up the dialog you see in Step (2) of the standard method. You can drag and drop an image into Stencyl while the Actor Editor is open. Note: Mobile games have to import images at quadruple their size in order to accomodate larger resolution displays. That's it.Īfter importing frames, you can give the Animation a name, alter frame durations and other properties we described above. The majority of images do not need to worry about these fields. If applicable, enter in values for the border and spacing fields. Now, configure columns and rows to break up the image, as appropriate depending on how many cells it has in those directions. Want to follow this exact example? Use this image. ![]() ![]() In this instance, we're assuming you've already got an Actor open in the Actor Editor.Ĭlick on Click here to add frame under the Frames pane. You can import animations in one of several ways. Now that you understand what animations are, let's go over the import process. When these images change quickly over a period of time, the result is an animation.Ĭollision Bounds determine the physical shape(s) that an an actor assumes in a particular Animation state. Each frame represents a a different image or "page" in the book. Destructible Objects that "break" when hit by something else (Broken, Not Broken)Įach Animation state consists of 2 separate parts:įrames are like pages in a flipbook.A platformer hero's states (Stand, Walk, Run, Jump).They represent the visuals of an actor, its collision bounds and the notion of being in a certain "state" - such as running, walking and jumping. More Actor TypesĪnimations bring actors to life.
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