Difference between revisions of "Character Maker"

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}}Produces and edits .CHR format files. Programmed by Oliver Stone.  
 
}}Produces and edits .CHR format files. Programmed by Oliver Stone.  
  
==Version history==
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== Version history ==
  
 
1994 - Version 3.00
 
1994 - Version 3.00
  
==Tips==
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== 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.
 
* 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.
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* 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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== Links ==
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 +
* [http://www.gamasutra.com/blogs/EJRTairne/20130504/176610/The_Making_and_Unmaking_of_a_GameMaker_Maker.php The Making and Unmaking of a Game-Maker Maker] (Gamasutra)
  
 
[[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 12:09, 15 May 2013

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.

Links