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wmebook:ch5 2007/12/10 21:37 wmebook:ch5 2008/01/10 11:57 current
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(// or /* */) are not supported in definition files and will cause an error! (// or /* */) are not supported in definition files and will cause an error!
</code> </code>
- 
But this line is special and it tells WME how deep we’re in the folder structure or in other words where is the root of the project. This is very important later on in scene files, where (if you move scenes around into deeper directory structures, you should adjust this value or your scene won’t work). But this line is special and it tells WME how deep we’re in the folder structure or in other words where is the root of the project. This is very important later on in scene files, where (if you move scenes around into deeper directory structures, you should adjust this value or your scene won’t work).
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</code> </code>
-Our datablock defining an actor starts+Our datablock defining an actor starts with:
- +
<code script> <code script>
  NAME = "molly"   NAME = "molly"
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</code> </code>
-As you see you assign different sprite for each of the eight possible directions and that’s about it. There’s one special thing about walking animations though – when you construct your actor’s animation in the Sprite Edit, you have to set the “Move by” parameter for each frame as we discussed before. This will define how fast the character moves on the screen.+As you see, you assign different sprite for each of the eight possible directions and that’s about it. There’s one special thing about walking animations though – when you construct your actor’s animation in the Sprite Edit, you have to set the “Move by” parameter for each frame as we discussed before. This will define how fast the character moves on the screen.
Next sprite set is called **idle**. Next sprite set is called **idle**.
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There’s nothing special about idling around. You can add some neat effect like breathing, shuffling feet or scratching nose. There’s nothing special about idling around. You can add some neat effect like breathing, shuffling feet or scratching nose.
-Next two sprite sets are called **turnleft** and **turnright** and via them can be achieved realistic turning of actor. Default is just a flip which we know from older games. They look identical so  +Next two sprite sets are called **turnleft** and **turnright** and via them can be achieved realistic turning of actor. Default is just a flip which we know from older games. They look identical so I’ll include only **turnleft**.
- +
-I’ll include only **turnleft**.+
<code script> <code script>
  ANIMATION   ANIMATION
 
wmebook/ch5.1197319050.txt.gz · Last modified: 2007/12/10 21:37 by metamorphium
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