Sprites

Sprite objects consist of images and animations and are very popular in games. Each animation can represent for example a state of the object (running, walking, exploding…). An animation is itself composed of directions, corresponding to the angle of the object (looking left, right, etc…). Sprites can display a large variety of game components such as characters, platforms and user interface elements.

Editing sprites

All the objects in a scene are listed in the Object Editor, on the screen right-side. Double-clicking on an object opens a pop-up from where you can edit sprites.

Animations

To add an animation, select an image file from the Image Bank on the left and click on this icon:

Alternatively, you can right-click on the dark-grey rectangle on the right-hand side and select Add selected image –> …to the end from the resulting menu. The image will appear in the grey rectangle.

Directions

You can specify which direction the animation will face in the Direction pane. If you want Game Develop to automatically rotate images, choose Automatic rotation. Otherwise, if you want the animation to face a particular direction, choose one of the eight available directions.

Images

You can finally modify the image composing the direction Navigate throughout images using the scroll bar.

To add an image, choose it in the image bank, then click on the first button of the toolbar : To delete an image, select it and press the second button :

You can set the interval between each image, and specify if the animation should loop.

Other features

You can copy all images of a given direction using the Copy button of the toolbar.

Points

Points allow to specify special positions on objects (Like the motor for a vehicule, the gun for a soldier…) They can be used as a reference to position objects. For example:

  • You can add a point using the second button.
  • Choose a point to edit with the first button. Click on the image to position.
  • Delete a point with this button:

Collision mask

You can set test whether objects are colliding with actions in the All objects category. Collision detection works with collision masks. Collision masks are, by default, invisible rectangles the size of the object. You can customize collision masks for your object by using the following buttons:

Use the first one to toggle collision mask display. When collision masks are displayed, you can drag and drop rectangles on the image. Add a new rectangle using the second button.