tk3 (home, dev, source, bugs, help)

Editor Guide — Animation Editor

[ Toolbars ]

Animation Basics

Animations (*.anm) are simply a sequence of 'still' images that are displayed consecutively to give the impression of motion, just like films or television. Animations are used for player and item movements, player and enemy actions in battles, and can be used for animated intro sequences and menu objects.

Animations can be composed of image files, such as jpg or gif or tiles, or Tile Bitmaps (collections of tiles). The format itself only consists of links to the frame images rather than the images themselves, so the Toolkit keeps the images you include in the game's \Bitmap folder.

Note regarding animated gifs: As of 3.1.0, animated gifs are supported wherever Toolkit animations (.anm) are used; when an animation is required, a .gif may be substituted for a .anm, e.g. in the sprite graphics windows. The animated gif file must reside within the \Misc folder (or subfolders), not in the \Bitmap folder like other images. An animated gif cannot be loaded into a Toolkit animation (only the first frame will be used).

Animation Editor

Around the Editor

The current frame is displayed in the centre of the editor. To load or change the frame image, click the frame and a dialog will appear allowing you to select images or tiles. Tiles must reside in the \Tiles folder and images in the \Bitmap folder (or subfolders); files that do not are copied by the Toolkit.

When starting, the animation has zero frames, as indicated by counter in the lower toolbar, displaying current and total frame numbers. After adding a frame, the frame count is increased to 1 of 1. To add a second frame, click the "Next Frame" button in the left-hand toolbar and repeat the process.

Most animations you will be making will require some portion of them to be transparent, and each frame in the animation has an individual transparent colour associated with it. To set the transparent colour for a frame, hit the "Select" button in the toolbar, and click the transparent colour in the image. As a useful touch, the transparent colour of the previous frame is set when a new frame is added.

The frame delay - that is, the speed of the animation - is set by the Frame Delay text box and the slider on the toolbar.

Often when creating characters and enemies using tiles the image takes up more than one tile, however you may discover that it is not currently possible to place more than one tile in an animation's frame at a time - so how is it possible to create character animations with more than one tile? The answer is to use Tile Bitmaps - which can be chosen as images for frames like the other image types. See the Tile Bitmap Editor for more information.

All these elements are encapsulated in the Animation Wizard, launched from the toolbar.

[ top ]

Toolbars

Previous Frame Previous Frame - Displays the previous frame in the animation.
Next Frame Next Frame - Displays the next frame in the animation, and used to add new frames to the end of the animation.
Play Play Animation - Plays the animation through once.
Insert Insert Frame - Inserts a new frame before the current frame.
Delete Delete Frame - Deletes the current frame and moves subsequent frames up.

Lower Toolbar

Wizard

The animation wizard provides an easy way of compiling animations from images or tiles, negating the need to add frames image by image.

Animation Wizard

To create an image- or tile bitmap-based animation:

To create a tile-based animation:

Upon exiting, the wizard resizes the animation to the dimensions of the first frame, and sets the transparent colour to the top-left pixel of the first frame.

[ top ]


previous, forward