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Spriter Animations

Neko no bokkusu

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Description

Load from file (.scon) or string:

Animations

Sprites (images from included files)

Bones

Boxes

Points

(Can't load sounds from code, because isn't supported)

Play:

Animations (Bones, boxes, sprites, points)

Sounds (You have to load manually in the editor)

Draw:

Sprites

Boxes, bones, and points (if you want)

Change:

Char maps/skin (using spriter_change_skin's script)

Animations (using spriter_set_animation's script)

Speed (argument2 calling spriter_set_animation's script)

Scale (using image_xscale and image_yscale)

Alpha (using image_alpha)

Position (using x and y)

Instructions:

Load all scripts from this package

Load .scon file saved/exported using Spriter, and the sprites/images (the .scon file and folders as groups in the same place if you make a group "Player", inside of that group the player.scon and the folders as groups like "Head" "Body")

To load a Spriter Animation, in Create event:

// Load Spriter file

// Use this script: spriter_load(file_scon,entity_name);

spriter_load("Sprites/Sekeleton/Skeleton.scon","Sekeleton");

// Set animation

// Use this script: spriter_set_animation(object,animation,blend time);

spriter_set_animation(self,"Stand",0.75);

To update animation state, in Step event:

// Use this script: spriter_update(object,enable_sound);

spriter_update(self,true);

To change skin/char map, in an event after load the Spriter Animation:

// Use this script: spriter_change_skin(object,skin_name/char_map_name);

spriter_change_skin(self,"Blue Hat");

To draw the Spriter Animation, in event Draw:

// Use this script: spriter_render(object,draw_bones,draw_boxes,draw_points);

spriter_render(self,1,0,0);

To clean variables from an object, in event Destroy:

// Use this script: spriter_clean(object);

spriter_clean(self);

To load sounds, you have to run it, and gonna have a message error saying what file and what name you have to load it

End User Licence Agreement (EULA).

Age Rating: 4+

Version

GMS1 - Version 1.0.3. Published March 2, 2018

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