Difference between revisions of "Character Maker"

From The Game-Maker Archive
Jump to navigationJump to search
Line 18: Line 18:
 
* If you intend a fluid repeating animation, make sure that the first frame moves as many pixels as the later frames.
 
* 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.
 
* Use the background grid to judge character movement from frame to frame. Twenty pixels equals one block.
 +
* You can use the plus and minus keys to change the frame delay by ten ticks at a time.
 
* 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.  

Revision as of 07:47, 16 January 2012

Character Maker
Charmaker.png

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.
  • You can use the plus and minus keys to change the frame delay by ten ticks at a time.
  • 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.