![]() The engine will then change the sheet to fit the 4x2 layout. Thus, if you want to make a sheet of sprites that are a different size than the norm, just make sure to have four instances of animation across and two instances down. It takes the width and says 'break this into 12 equal parts' then takes the height and says 'break this into 8 equal parts' and that's what gives the cell heights/widths. What this means is that it's not about the width or height of the cells but that of the sheet. It's a subtle difference, but it makes things a hell of a lot easier. That is, instead of telling itself 'this is 32 x 32' is says 'this sprite sheet, when divided into four across and two down, becomes a 32 x 32 grid of animations'. For a more technical explanation: Ace (and VX) reads sprite sheets without an $ in front of their name as two lines of four animation sets. ![]() If they aren't the default set (that is, if you've made custom sprites) just take a normal sprite sheet from the Mack set (like the above shown - 4 columns and 2 rows of characters), delete one of the characters and paste your one in. :sigh: The Mack sprite sheets should just work if you add them to your sprite folder. ![]()
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