Table of Contents
See it in action! ?
I would rather see the Sprite object examples! Please take me there now.
I would rather see the Sprite object examples! Please take me there now.
Sprite objects are the most often used objects in GDevelop.
A sprite object allows us to display an image or to play a series of images as an animation. It can be used for many things in our games like buttons, characters or platforms. Anything that can be represented with an image can be a sprite object.
Animate enables you to create sprite sheet or texture atlas animations and export them for mobile apps and game engines. A sprite sheet is a bitmap image file that contains several smaller graphics in a tiled grid arrangement. By compiling several graphics into a single file, you enable Animate. A base sprite is made with the intention of using it as a starting point to create other frames based on the sprite in order to create various expressions, animations, and poses. Megastat for mac. This can be useful if you plan on creating sprites for a game, a web comic, or if you just want to practice.
Creating a sprite object
In order to add a sprite to your scene, select the “Click to add an object” option located on the right at the bottom of the Objects list.
A new panel will open that will show the different types of objects available in GDevelop.
Choose “Sprite” from the list to create a new sprite object in your game scene.
This selection will open up the object properties window. In this window, you will see a few properties of the sprite object.
Adding an animation
An animation allows you to add an image or series of images to the sprite object. To add an animation, click the add animation button.
This will expand the current dialog box and show you a wide variety of options you can tweak.
Adding an image to the animation
We can add images to the animation of our object by clicking on the plus symbol.
This will open the file explorer so that you can browse through the files and choose a suitable image for your animation. After choosing the image, you will see the image being displayed in the window.
Collision and points
You can customise the collision area of your sprite using the Edit Hitboxes at the bottom of the dialog. In this, you can set the area to be taken into consideration during a collision. You can read more about collision masks here.
Beside the Edit Hitboxes option, you will find the Edit Points option at the bottom of the sprite properties dialog. This option allows us to have additional reference points for an object. These reference points can be used in events when needed. Read more about points in sprites here.
Adding multiple animations
An object might sometimes require to have more than one animations. To add animations, click the “Add animation” button in the same way that we did it the first time. This feature allows us to easily separate the different animations.
Later, we can switch between the animations using events.
Naming the animation
At the top of the animation section in the window, you will see a field beside “Animation #” with grayed out “Optional animation name” written in it. To enter a name for your animation, click on the field and enter the name.
In objects with multiple animations, you may find it difficult to differentiate between animations without names. It is generally a good practice to use animation name for objects with multiple animations.If we don't enter a name we need to use the animation number to refer to this animation.
Adding multiple images in an animation
To add multiple images to an animation, you can select all the images from the explorer and add them to the animation.
Images will be played in the same order as displayed.
Repeating the animation
By default, every animation plays only once, which means that the animation stops as soon as its last frame finishes. To repeat the animation, we can “loop” the animation. We can set the animation to “loop” by clicking the repeat icon.
Once an animation is set to loop, it is going to play continuously.
Setting animation time
The speed of the animation can be set by changing the value by the clock icon.
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The value entered in the field is the time elapsed between two consecutive frames. The default value is 0.08 seconds. For faster playback use lower animation time while, for slower playback, use high animation time
Naming the object
At the top of the dialog, you can see the name of the object in the “Object Name” field. The name of the object usually describes the content of an object which makes it easy to distinguish from other sprites.
Adding object to the scene
To add the sprite object to our scene just select it and click in the scene to add an instance of the object to our scene.
Your new sprite is now complete, but you still need to add it to your game scene. Click on the new sprite in the Object list. Next, click on the scene where you want to add the sprite. You will now see your sprite added to the scene. You can add multiple “instances” of your sprite to your game screen. Simply repeat the process for adding the first sprite.
Using multiple animations with events
After creating multiple animations, each with their own unique set of images, you can use events to switch between animations. Setting the animation time between 0 - 1 will ensure it stays active when using events.
Using a negative animation time disables the event actions.Do not use negative values.
How To Make Sprites For Games
When you have set multiple animations for an object, you can use the events tab to “Change the animation (by name)”. This is controlled in the “Add action” section of the condition. It will allow you to switch to the correct animation whenever the condition used in the “Add condition” section is true.
As advised before, use animation names for multiple animations in an object to easily differentiate between them.
To add an action to change animation using animation name, choose the “Change the animation (by name)” condition.
Then put that name within the “Animation name” field surrounded by quotes.
For more event details, follow the tutorials here.
Examples
See it in action! ?
Click on the images to open the examples online.
Click on the images to open the examples online.
gdevelop5/objects/sprite.txt · Last modified: 2019/07/03 04:28 by piyushpalawat99
Translations of this page?:
- Unity Tutorial
- Unity Useful Resources
- Selected Reading
Free Sprites For Games
Sprites are simple 2D objects that have graphical images (called textures) on them. Unity uses sprites by default when the engine is in 2D mode. When viewed in 3D space, sprites will appear to be paper-thin, because they have no Z-width.
Sprites always face the camera at a perpendicular angle unless rotated in 3D space.
Whenever Unity makes a new sprite, it uses a texture. This texture is then applied on a fresh GameObject, and a Sprite Renderer component is attached to it. This makes our gameObject visible with our texture, as well as gives it properties related to how it looks on-screen.
![Create Sprites For Games Create Sprites For Games](https://i.ytimg.com/vi/bCoUShL56S0/maxresdefault.jpg)
To create a sprite in Unity, we must supply the engine with a texture.
Let us create our texture first. Get a standard image file such as a PNG or JPG that you want to use, save it, and then drag the image into the Assets region of Unity.
Next, drag the image from the Assets into the Scene Hierarchy. You will notice that as soon as you let go of the mouse button, a new GameObject with your texture’s name shows up in the list. You will also see the image now in the middle of the screen in the Scene View.
Let us consider the following points while creating a sprite −
- By dragging from an external source into Unity, we are adding an Asset.
- This Asset is an image, so it becomes a texture.
- By dragging this texture into the scene hierarchy, we are creating a new GameObject with the same name as our texture, with a Sprite Renderer attached.
- This sprite renderer uses that texture to draw the image in the game.
Game Sprites Download
We have now created a sprite in our scene.
Create Sprites For Scratch
In the next lesson, we will look at some modifiers for the sprites we have.