Actors: Heroes
Heroes are the actors you can control in your game, ie the player, depending on the chosen genre you can create a particular hero or another, let's see them by genre.

Important: Hero Spritesets bounding boxes should have same position and size or you could experience weird behaviours when moving the actor.
Vertical Shooter (2-Buttons)
You can create a and heroes, aside of the specific use of x-ways spriteset they are essentially the same, except that hero has a property.



spritesets:
: as a scrolling game, hero is always moving so there should not be a diference between idle and moving spritesets.
: spriteset displayed when hero dies, this set has extra attributes: frames the spriteset is shown before stage resumes with next life, on death or to other hero actor,can be a hero.
: spriteset displayed when hero shoots [D], only performed if GUN 1 is set, has the same attributes as without option.
: spriteset displayed when hero shoots [S] bombs, only performed if GUN 3 is set, has the same attributes as .

properties:
: actor drawing layer (1-6 higher layers are drawn over lower layers).
: sets wall collisions.
: sets the collision box with actors: full sprite or bounding box.
: in pixels, can have decimal values.
: when vitality reaches 0 the hero dies. An initial value of 0 gives the hero an infinite vitality. Also has a hit shade color value.
: sets hero movement.
: only for hero, sets if the spriteset animation is reversed when direction is changed, this creates a roll effect.

Button-A:
: makes a upward ranged fire effect, similar to Gyrodine.
: Primary guns, has a actor, a parameter that sets the time in frames(*2) before you can shoot again, and an parameter, this sets how many guns are fired on one press. spriteset will only trigger if GUN 1 is set.

Button-B:
: Secondary guns, has a actor, a parameter that sets the time in frames(*2) before you can shoot again, and an parameter, this sets how many guns are fired on one press. spriteset will only trigger if GUN 3 is set. Decreases bombs if project property is enabled.

Each fire gun has its own firing positions on the actor. To set a firing position first select a and then select a you want to use, only spritesets labeled with can be used, move over a sprite, a X indicates that there is no firing position set for the current sprite, click on any part of the sprite to set its fire position, keep [SHIFT] down to center it on the sprite, or right-click to deactivate. Hero will only shoot if a fire position is set on its facing direction.
Vertical Shooter (3-Buttons)
You can create a heroe with a one button per fire direction as Capcom's Gunsmoke.



spritesets:
: as a srolling game, hero is always moving so there should not be a diference between idle and moving spritesets.
: spriteset displayed when hero dies, this set has extra attributes: frames the spriteset is shown before stage resumes with next life, on death or to other hero actor, can be a hero.
: spriteset displayed when hero shoots, fire set buttons are: [A] for left, [S] for up and [D] for right, only performed if GUN 1 is set, has the same attributes as without option.

properties:
• the sames as Vertical Shooter (2-Button) with no property.

3-w fire:
: has a actor, parameter that sets the time in frames(*2) before you can shoot again, and an parameter, this sets how many guns are fired on one press.
Horizontal Shooter (2-Buttons)
You can create a , and heroes, aside of the specific use of x-ways spriteset they are essentially the same, except that hero has a property.



spritesets, properties and buttons attributes are the horizontal equivalent of Vertical Shooter.
Maze (2-Buttons)
You can create a hero.



spritesets:
: spriteset displayed when not moving.
: spriteset displayed when moving.
: spriteset displayed when hero dies, this set has extra attributes: frames the spriteset is shown before stage resumes with next life, on death or to other hero actor, can be a hero.
: spriteset displayed when hero jumps [S] ( jump must be set).
: spriteset displayed when hero shoots [D], only performed if GUN 1 is set, has the same attributes as . If is used, hero stands still while shooting.

properties:
: actor drawing layer (1-6 higher layers are drawn over lower layers).
: sets the collision box with actors: full sprite or bounding box.
: in pixels, can have decimal values, you can the speed so hero alwais move, and also sets the jump speed.
: when vitality reaches 0 the enemy dies. An initial value of 0 gives the hero an infinite vitality. Also has a hit shade color value.
: enables/disables continuous edge, if the hero exits the screen it will appear on the opposite side.
: sets a gravity value, only useful if speed jump value is set.
: enables/disables hero moveable while jumping.

Button-A:
: has a actor, parameter that sets the time in frames(*2) before you can shoot again, and an parameter, this sets how many guns are fired on one press.

Each fire gun has its own firing positions on the actor. To set a firing position first select a and then select a you want to use, only spritesets labeled with can be used, move over a sprite, a X indicates that there is no firing position set for the current sprite, click on any part of the sprite to set its fire position, keep [SHIFT] down to center it on the sprite, or right-click to deactivate. Hero will only shoot if a fire position is set on its facing direction.
Run 'N' Gun (2-Buttons)
You can create a and heroes, they are essentially the same, except that a hero has a rotating movement when making a turn of 90 degrees or less, this makes a smoother movement and also adds more fire intervals to the hero.



spritesets:
heroes have 2 sets of spritesets, a normal one and an one (optional). in run'n'gun games you can use a special area cell for stages, this second set is for this, if you want your hero to have interaction with area cells, for example if the area represents water, you can make your hero look diferent if is onto an area.
: spriteset displayed when not moving, if not set will use last moving image.
: spriteset displayed when moving, if not set will use the idle set.
: spriteset displayed when hero dies, this set has extra attributes: frames the spriteset is shown before stage resumes with next life, on death or to other hero actor, can be a hero.
: spriteset displayed when hero shoots [D], only performed if GUN 1 is set, has the same attributes as without option. If is used, hero stands still while shooting.
: spriteset displayed when hero shoots [S] bombs, only performed if GUN 3 is set, has the same attributes as . Decreases bombs if project property is enabled. If is used, hero stands still while shooting.

properties:
: actor drawing layer (1-6 higher layers are drawn over lower layers).
: sets wall collisions.
: sets the collision box with actors: full sprite or bounding box.
: in pixels, can have decimal values.
: when vitality reaches 0 the enemy dies. An initial value of 0 gives the hero an infinite vitality. Also has a hit shade color value.
: sets hero interaction with areas, can be set to make hero move only inside or outside of them.

Button-A:
: keeps firing direction while moving.
: Primary guns, has a actor, parameter that sets the time in frames(*2) before you can shoot again, and an parameter, this sets how many guns are fired on one press. spriteset will only trigger if GUN 1 is set.

Button-B:
: Secondary guns, has a actor, parameter that sets the time in frames(*2) before you can shoot again, and an parameter, this sets how many guns are fired on one press. spriteset will only trigger if GUN 3 is set.

Each fire gun has its own firing positions on the actor. To set a firing position first select a and then select a you want to use, only spritesets labeled with can be used, move over a sprite, a X indicates that there is no firing position set for the current sprite, click on any part of the sprite to set its fire position, keep [SHIFT] down to center it on the sprite, or right-click to deactivate. Hero will only shoot if a fire position is set on its facing direction.
Platform (3-Buttons)
You can create a and heroes, they are essentially the same, the main diference is that while can only shoot left and right, a hero can do it in 8 directions.



spritesets:
: spriteset displayed when not moving.
: spriteset displayed when moving.
: spriteset displayed when jumping. Can play a .
: spriteset displayed when falling. Can play a .
: spriteset displayed when crouching, if not used hero cannot crouch.Can play a .
: spriteset displayed onto a ladder, spriteset animation will go foward (up) or backward (down).
: spriteset displayed when hero dies, this set has extra attributes: frames the spriteset is shown before stage resumes with next life, on death or to other hero actor, can be a hero.
Important Note: Spritesets bounding boxes should have same position and size or you could experience weird behaviours when moving the actor.

spritesets:
: spriteset displayed when hero shoots [D], only performed if GUN 1 is set, has and attributes. If is used, hero stands still while shooting.
: spriteset displayed when hero shoots while jumping or falling, only performed if GUN 1 is set, has and attributes.
: spriteset displayed when crouching, same as above.

spritesets:
Same as but for bombs.

properties:
: actor drawing layer (1-6 higher layers are drawn over lower layers).
: sets the collision box with actors: full sprite or bounding box.
: in pixels, can have decimal values, also sets the jump speed.
: when vitality reaches 0 the enemy dies. An initial value of 0 gives the hero an infinite vitality. Also has a hit shade color value.
: sets a gravity value, only useful if speed jump value is set.
: sets some jumping attributes: moving while jumping, consecutive jumps and if hero can jump from ladders.
: sets if jump is performed with up key instead of Button-B [S], or if down key makes hero fall from a platform cell.

Button-A:
: Primary guns, has a actor, parameter that sets the time in frames(*2) before you can shoot again, and an parameter, this sets how many guns are fired on one press.

Button-C:
: Secondary guns, has a actor, parameter that sets the time in frames(*2) before you can shoot again, and an parameter, this sets how many guns are fired on one press.

Each fire gun has its own firing positions on the actor. To set a firing position first select a and then select a you want to use, only spritesets labeled with can be used, move over a sprite, a X indicates that there is no firing position set for the current sprite, click on any part of the sprite to set its fire position, keep [SHIFT] down to center it on the sprite, or right-click to deactivate. Hero will only shoot if a fire position is set on its facing direction.

Let's see now the diferences with a hero actor.



spritesets:
Spritesets are the same as the above but where all sets must be a spriteset, except the ones, that are , it also adds a gun set for laddering positions.
spritesets use the same firing positions for , , and states.
spritesets use the same firing positions for , , and states.
HERO (AUTOMATED)
A is a 'sprited' hero, this means that hero acts like a actor, so you can set a behaviour to the hero, but it also can be controlled, this hero actor cannot be killed, essentially is a hero with total immunity.



But when do we use it?, we use it for actions that are automatically made, for example, the spinning in 1942: the hero swaps to a automated hero set on spriteset, the automated hero performs the loop and then we call it back with the behaviour icon).

We also can use it to make a transition from one hero to other, for example, if our hero get's a vehicle () you can swap the current hero with and automated one that performs the animation and then swaps (swap behaviour icon) to another hero.

Other example is when a stage ends and we want our hero to perform a movement or an animation, set this on the property on the screen.