To switch which animation state an actor should use in your game, you can use a Set Actor Animation State event. For example, rather than having two unique sprites with states Explode and Squash, consider making a single state used by both called Destroy. Each one you add increases the amount of memory required for all sprites in your game. The list of sprite names is global for your project and it's recommended to keep the number of unique names low. Once you've created a new Animation State you can name it by typing in the State Name input in the Editor Sidebar, or by selecting an existing sprite name. These let you create custom animations that can be triggered from scripts. Using the + button in the Animation Navigator you can create new Animation States. Some sprite types also allow you to "Flip 'Right' to Create 'Left' Facing Frames", this lets you create both the left and right sprite animations from a single animation that gets flipped automatically saving you from creating these animations manually. For example while you can use any sprite type for a Platformer scene player, it's recommended to set the type to be Platformer Player as this will allow you to configure the Jump and Climbing animations. In the Editor Sidebar you can choose from a list of sprite types, setting this will determine the number of animations available for your sprite and what names they have in the Animation Navigator.
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