Editing your sprites
Up to now we loaded our sprites from files. It is though also
possible to create and in particular modify them within Game
Maker. To do this, open the sprite property window by double
clicking on one of your sprites (or by creating a new one). Now
press the button labeled Edit Sprite. A new form will appear
showing all the subimages that make up the sprite.
The sprite edit form will look as follows:
At the right you see the different images that make up the
sprite. Note that in Game Maker all subimages of a sprite
must have the same size. At the left an animation of the sprite
plays. (If you don't see the animation, check the box labeled
Show Preview.) Below the preview you can change the speed of
the animation and the background color. In this way you can get an
idea of what the animation will look like in the game. (Note that
this speed is only for preview. The speed of the animation during
the game depends on the room speed.)
The sprite editor contains many commands to create and change
the sprite. These are all given through the menus. (For some there
are buttons on the toolbar.) Some commands work on individual
images. They require that you first select a subimage with the
mouse.
File menu
The file menu contains a number of commands related to loading
and saving sprites.
- New. Creates a new, empty sprite. You must indicate the
size of the sprite. (Remember, all images in a sprite must have the
same size.)
- Create from file. Creates the sprite from a file. Many
file types can be used. They all create a sprite consisting of a
single image, except for animated GIF files that are split into the
subimages. Please note that the transparency color is the
bottommost leftmost pixel, not the transparency color in the GIF
file. You can select multiple images which will then all be loaded.
They must though have the same size.
- Add from file. Adda an image (or images) from a file to
the current sprite. If the images do not have the same size you can
choose where to place them or to stretch them. You can select
multiple images which will then all be loaded. They must though
have the same size.
- Save as GIF. Saves the sprite as an animated gif.
- Save as strip. Saves the sprite as a bitmap, with all
images next to each other.
- Create from strip. Allows you to create a sprite from a
strip. See below for more information.
- Add from strip. Use this to add images from a strip. See
below.
- Close saving changes. Closes the form, saving the
changes made to the sprite. If you don't want to save the changes,
click on the close button of the window.
Edit menu
The edit menu contains a number of commands that deal with the
currently selected sprite. You can cut it to the clipboard, paste
an image from the clipboard, clear the current sprite, delete it,
and move sprites left and right in the sequence. Finally, there is
a command to edit an individual image using the built-in painting
program (see below).
Transform menu
In the transform menu you can perform a number of
transformations on the images.
- Mirror horizontal. Mirrors the images horizontally.
- Flip vertical. Flips the images vertically.
- Shift. Here you can shift the images an indicated amount
horizontally and vertically.
- Rotate. You can rotate the images 90 degrees, 180
degrees, or an arbitrary amount. In the latter case you can also
specify the quality. Experiment to get the best effects.
- Resize Canvas. Here you can change the size of the
canvas. You can also indicate where the old images are placed on
the new canvas.
- Stretch. Here you can stretch the images into a new
size. You can indicate the scale factor and the quality.
- Scale. This command scales the images (but not the image
size!). You can indicate the scale factor, the quality, and the
position of the current images in the scaled ones.
Images menu
In the images menu you can perform a number of operation on the
images.
- Cycle left. Cycles all images one place to the left.
This effectively starts the animation at a different point.
- Cycle right. Cycles all images one place to the
right.
- Black and white. Makes the sprite black and white (does
not affect the transparency color!).
- Colorize. Here you can change the color (hue) of the
images. Use the slider to pick the different colors.
- Colorize Partial. Here you can change the color (hue) of
part of the images. You can select an old color and a range around
it and then indicate the new color with which to replace this range
of colors. This can be used for instance to change only the color
of the shirts of players.
- Shift Hue. Another way of changing the color of the
images. But this time the colors are shifted over the amount
indicated giving rather interesting effects.
- Intensity. Here you can change the intensity by
providing values for the color saturation and the lightness of the
images.
- Invert. Inverts the colors in the images.
- Fade. Here you specify a color and an amount. The colors
in the images are now faded towards this color.
- Transparency. Here you can indicate a level of
screen-door transparency. This is achieved by making a number of
pixels transparent.
- Blur. By blurring the images the colors are mixed a bit,
making it more vague. The higher the value, the more vague it
becomes.
- Outline. Creates an outline around the image. You are
asked for the color and whether the current images must be removed
(keeping only the outline) or whether the outline must be drawn on
the image.
- Boundary. Similar to the outline but this time it is not
drawn outside the image but on the boundary pixels of the
image.
- Crop. This makes the images as small as possible. This
is very useful because the larger the images, the more video memory
Game Maker will use. You might want to leave a little border
around the images though to avoid transparency problems.
You will have to experiment with these commands to get the
sprites you want.
Animation menu
Under the animation menu you can create new animations out of
the current animation. There are many options and you should
experiment a bit with them to create the effects you want. Also
don't forget that you can always save an animation and later add it
to the current one. Also you can always add some empty images and
delete unwanted ones. We will briefly go through the different
possibilities.
- Set Length. Here you can change the length of your
animation. The animation is repeated enough times to create the
number of frames you indicate. (Normally you want this to be a
multiple of the current number of frames.)
- Stretch. This command also changes the length of the
animation. But this time, frames are duplicated or removed to get
the right number. So if you increase the number of frames the
animation goes slower and if you decrease the number it goes
faster.
- Reverse. Well, as you could guess this reverses the
animation. So it is played backwards.
- Add Reverse. This time the reverse sequence is added,
doubling the number of frames. This is very useful for making an
object go left and right, change color and return, etc. You
sometimes might want to remove the double first and middle frame
that occur.
- Translation sequence. You can create an animation in
which the image slightly translates in each step. You must provide
the number of frames and the total amount to move horizontally and
vertically.
- Rotation sequence. Creates an animation in which the
image rotates. You can either choose clockwise or counterclockwise
rotation. Specify the number of frames and the total angle in
degrees (360 is a complete turn). (You might need to resize the
canvas first to make sure the total image remains visible during
the rotation.)
- Colorize. Creates an animation that turns the image into
a particular color.
- Fade to color. Creates an animation that fades the image
to a particular color.
- Disappear. Makes the image disappear using screen-door
transparency.
- Shrink. Shrinks the image to nothing. You can indicate
the direction.
- Grow. Grows the image from nothing.
- Flatten. Flattens the image to nothing in a given
direction.
- Raise. Raises the image from a given direction
- Overlay. Overlays the animation with another animation
or image in a file.
- Morph. Morphs the animation to an animation or image
from a file. Note that morphing works best if the two animations
cover the same area of the image. Otherwise, halfway certain pixels
disappear and others suddenly appear.
In particular the last two commands are very powerful. For
example, to blow up an object, add a number of copies and then a
number of empty frames. Then overlay it with an explosion
animation. (Make sure the numbers of images match.) Alternatively,
morph it to the explosion. With some practice you can make great
sprites.