Animation Configuration
Make your way towards the plugin tab (labeled either Action RPG, Jump Action or Shooter) and select the Animations tab.
For those of you that went with option #2 above the following will be a repeat. Just skip down to the "Just to add a little more..." part.
On the right-hand side click Create to add a new animation set, then on the far right side select the Per Action Settings tab and under Graphic Data click the arrow on the drop down box to select the image you added earlier.
Just to go into a little more detail when you add a new animation set it creates 1 action, the display directions and an In-direction frame list. Each additional action setting you add create the same display directions and single frame per display direction.
As you've noticed in the Selected Animation section our Action, Display Direction and In Direction Frame List all show a miniature version of the image were using for that action. Obviously we don't want the entire image being used just certain parts so lets fix that.
Click the Per Action Settings tab, we need to change the numbers for Split Graphic (Horizontal) and Split Graphic (Vertical) under image settings. This will change the gird lines which are used to create image sections in the image were using.
Every time you increase Split Graphic (Vertical) it will split the image vertically into X equal pieces. So If I were to increase the Split Graphic (Vertical) to 3 the image would be split vertically into 3 equal pieces.
Every time you increase Split Graphic (Horizontal) it will split the image horizontally into X equal pieces. So If I were to increase the Split Graphic (Horizontal) to 3 the image would be split horizontally into 3 equal pieces.
Here's a little trick I figured out to set the gird lines up perfectly. For Height you count how many vertical poses there are in on section. Using my example, the 8Bit Bomberman character set there are 8 poses going vertically, however the text at the bottom counts even though its not a pose so there's 9. For Width you count how many horizontal poses there are in on section. Using my example, the 8Bit Bomberman character set there are 9 poses going horizontally. This trick works almost every time. (Editors note: The image supplied in this tutorial is not the same as the one supplied in the original tutorial, but the same logic does apply.)
Alright! So far we've manged to import our animation, set up an animation set, and set the gird lines up for each pose! Before I start explaining how to add poses I want to explain the rest of the Animation tab's settings. It's going to just be a quick list, nothing fancy.
Starting in the middle.
Center Point Adjustment - The animations central point, settings like gravity, speed and rotation are based of its location.
Angle Adjustment - Moving the arrow will change the animation's angle.
Luminance Adjustment- Use the sliders to change the animation's color. Based off the standard RGB 255 color setup.
Scale Adjustment - Allows you to change the images Height/Width.
Angle Adjustment - Moving the arrow will change the animation's angle.
Luminance Adjustment- Use the sliders to change the animation's color. Based off the standard RGB 255 color setup.
Scale Adjustment - Allows you to change the images Height/Width.
Bottom Left Side In Middle Section
Magnifying Glass With Arrow - Allows you to zoom in 25%, 50%, 100%, 200%, 400% and 800%.
Magnifying Glass With An H - Allows you to zoom in.
Magnifying Glass With An L - Allows you to zoom out.
Square Box - Will display/hide the collision detection boxes.
Magnifying Glass With An H - Allows you to zoom in.
Magnifying Glass With An L - Allows you to zoom out.
Square Box - Will display/hide the collision detection boxes.
Right side.
Per Frame Settings Tab
Basic Data
Display Time - When setting up the walking animations for example the time (In seconds) before the next animation is displayed is inputted here.
Tweening - Used with Display to set how long between each frame. Only visible in game, cannot be seen in the editor.
SE (Sound Effect) - Play a sound effect for this frame
Tweening - Used with Display to set how long between each frame. Only visible in game, cannot be seen in the editor.
None - Wont use interpolation.
Linear - Use interpolation in a clockwise rotation.
Linear (Counterclockwise Rotation) - Use interpolation in a counterclockwise rotation.
Linear - Use interpolation in a clockwise rotation.
Linear (Counterclockwise Rotation) - Use interpolation in a counterclockwise rotation.
SE (Sound Effect) - Play a sound effect for this frame
Display Settings
Offset(%) - Frame position.
Center Point (%) - The frame's central point.
Scale - Allows you to change the images Height/Width.
Angle - Allows you to change the images direction
Luminance a - Alpha Transparency.
R, G and B - Color numbers.
(Editors Note: These display settings correspond to the ones in the middle part of the screen, so if you change a slider for the red channel, the numerical value will be represented in the Display Settings allowing for greater control.)
Center Point (%) - The frame's central point.
Scale - Allows you to change the images Height/Width.
Angle - Allows you to change the images direction
Luminance a - Alpha Transparency.
R, G and B - Color numbers.
(Editors Note: These display settings correspond to the ones in the middle part of the screen, so if you change a slider for the red channel, the numerical value will be represented in the Display Settings allowing for greater control.)
Collision Detection
Collision Detection with other Gadgets
None - Frame wont have Collision Detection.
Detection On - Allows you to define the Collision detection.
Same As Previous Frame - Will use the previous frames collision detection.
Positioning (%) - The location of the collision detection.
Size (%) - How big/small the collision detection is.
Detection On - Allows you to define the Collision detection.
Same As Previous Frame - Will use the previous frames collision detection.
Positioning (%) - The location of the collision detection.
Size (%) - How big/small the collision detection is.
Collision Detection with Walls (Tiles)
None - Frame wont have Collision Detection.
Detection On - Allows you to define the Collision detection.
Same As Previous Frame - Will use the previous frames collision detection.
Positioning (%) - The location of the collision detection.
Size (%) - How big/small the collision detection is.
Detection On - Allows you to define the Collision detection.
Same As Previous Frame - Will use the previous frames collision detection.
Positioning (%) - The location of the collision detection.
Size (%) - How big/small the collision detection is.
Collision Detection for Attacks
None - Frame wont have Collision Detection.
Detection On - Allows you to define the Collision detection.
Same As Previous Frame - Will use the previous frames collision detection.
Positioning (%) - The location of the collision detection.
Size (%) - How big/small the collision detection is.
Detection On - Allows you to define the Collision detection.
Same As Previous Frame - Will use the previous frames collision detection.
Positioning (%) - The location of the collision detection.
Size (%) - How big/small the collision detection is.
Graphic
Magnifying Glass With Arrow - Allows you to zoom in 25%, 50%, 100%, 200%, 400% and 800%.
Magnifying Glass With An H - Allows you to zoom in.
Magnifying Glass With An L - Allows you to zoom out.
Magnifying Glass With An H - Allows you to zoom in.
Magnifying Glass With An L - Allows you to zoom out.
Per Action Settings Tab
Basic Display Parameters
The Origins Positioning - Checking the box will make the starting point the bottom of the animation.
Animation Settings
Frames Displayed per Second - How long to display the frame for (In seconds).
No. of Loops - How many loops to preform.
Infiinite Looping - Checking this will make the frame loop forever.
U-Turn Playback - Checking this will make the frame playback in reverse.
No. of Loops - How many loops to preform.
Infiinite Looping - Checking this will make the frame loop forever.
U-Turn Playback - Checking this will make the frame playback in reverse.
Graphic Data
Graphic - Either select the image for the drop down list or import a new one.
Split Graphic (Vertical) - Vertical gird spacing.
Split Graphic (Horizontal) - Horizontal grid spacing.
Split to Same Pixel Width and Height - Make Width And Height Equal
Moving on!