Or double click on a box to type in a custom value. Each of these boxes can be dragged up and down, like a knob, to quickly alter their value. The top half animation data section is used for everything visual- this includes what sprite to display, where to position sprites, as well as adding blending or color data. The dropdowns underneath set the state for type of position, counterhits, movement and cancels. Zero hits means that the hitbox won't be active at all. Number of hits determines the amount of hits this frame will inflict. The left two boxes correspond to X Speed and X Accel, the right boxes correspond to Y Speed and Y Accel. The tick boxes tell the game engine what to do with the typed-in values underneath. Note that a positive vertical speed/acceleration correlates to move downwards on the screen. Horizontal and Vertical Speeds and Accelerations can be set. The top half shows the movement options for this frame. Enable "Highlight Selected" to see your selected box turn purple, if it is visible.Click the box dragdown to see a list of available boxes.Shows which box is currently being edited, as well as co-ordinates for the four corners of the box. Right click and hold to draw the currently selected box found in the Box Data menu.The two lines represent the ground centerpoint. You can also copy and paste patterns to new slots using the Copy Pattern and Paste Pattern buttons.ĭisplays the current frame's animation and hitboxes. PUPS sets this pattern's palette to the corresponding numbered pal file found in the character folder. The code name is used to map the current pattern to an input command or for use in the mv scripts. Holds the current Pattern's name and codename. Pressing it again will stop the animation. Pressing animate underneath plays the animation frame-by-frame. The pattern bar is dropdown as well, you can click the down arrow next to it to see a list of all the patterns on this HA6. You can switch patterns and frames by using the navigation bars on the top left, or by pressing the arrow keys (Up/Down for patterns, Left/Right for frames).
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