Difference between revisions of "Character Maker"
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==Tips== | ==Tips== | ||
+ | * The first frame of the idle animation is a throwaway. Whenever a character cuts short an animation and reverts to idle, it will skip the first frame of the idle sequence -- so whatever you want to do with your idle animation, begin with frame #2. | ||
+ | * If you intend a fluid repeating animation, make sure that the first frame moves as many pixels as the later frames. | ||
+ | * Use the background grid to judge character movement from frame to frame. Twenty pixels equals one block. | ||
* If you need to blank a key assignment, assign the move to a reserved key (F1, for instance). | * If you need to blank a key assignment, assign the move to a reserved key (F1, for instance). | ||
* If you need to blank the top block of a frame, click on the blank space to the left of the button palette. | * If you need to blank the top block of a frame, click on the blank space to the left of the button palette. | ||
* Unless you click to place a block on the grid, any flipping or rotating of the block will be ignored. | * Unless you click to place a block on the grid, any flipping or rotating of the block will be ignored. | ||
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[[Category: Formats and Tools]] | [[Category: Formats and Tools]] | ||
[[Category: First-party tools]] | [[Category: First-party tools]] | ||
[[Category: Recreational Software Designs]] | [[Category: Recreational Software Designs]] |
Revision as of 07:36, 9 January 2012
Release type: Retail (Game-Maker suite)
Release date: 1991 (original release)
Author: Recreational Software Designs
Related tools: Palette Designer, Block Designer, Monster Maker, Map Maker, Integrator, Xferplay
Produces and edits .CHR format files. Programmed by Oliver Stone.
Version history
1994 - Version 3.00
Tips
- The first frame of the idle animation is a throwaway. Whenever a character cuts short an animation and reverts to idle, it will skip the first frame of the idle sequence -- so whatever you want to do with your idle animation, begin with frame #2.
- If you intend a fluid repeating animation, make sure that the first frame moves as many pixels as the later frames.
- Use the background grid to judge character movement from frame to frame. Twenty pixels equals one block.
- If you need to blank a key assignment, assign the move to a reserved key (F1, for instance).
- If you need to blank the top block of a frame, click on the blank space to the left of the button palette.
- Unless you click to place a block on the grid, any flipping or rotating of the block will be ignored.