Actors screen
Enter the screen by pressing [4], here is where you create the actors for your game.



All games have the same actors in a greater or lesser extent, this actors are basically: , , , and , each with a diferent finality.
Sprites
A is the simplest actor you can use in your game, in essence it does...nothing, as it don't cause damage to your hero or can't be killed.



Use it to create extras to your game like rocks, foreground trees, clouds, smoke, gunfire or anything else, this doesn't mean that you cannot make complex behaviours with it, for example, you can convert a simple sprite in a killing machine ussing it as a gun spawn point, thanks to the flexibility of the behaviour panel.

spritesets:
: spriteset displayed when not moving.
: spriteset displayed when moving.

properties:
: actor drawing layer (1-6 higher layers are drawn over lower layers), and the actor float state.
: used only on games, sets the actor gravity, a value will use the project general gravity value.
Guns
A is an actor used as weapons, it cause hits to hero and enemies, depending who created it, use it to create bullets, lasers, shields or homming missiles...



spritesets:
: spriteset displayed when not moving.
: spriteset displayed when moving.
: spriteset displayed when gun hits an enemy (if its a hero gun) or hero, this set has some extra attributes (see image): frames the spriteset is shown before it disapears, on hit or gun to other actor when hit.
: spriteset displayed when gun dies, death is set by the behaviour icon or by the collision icon and gun collides with a wall. Has the same attributes as .

properties:
: actor drawing layer, and float state. Value can be set to if you want it to copy its creator layer and floating values.
: damage value to an enemy or hero, enemy or hero will be decreased.
: gun consecutive hits, this is how many collision hits a gun can perform before it disapears, for example, a ray gun will have this value set to .
: sets the collision box with actors: or .
: used only on games, sets the actor gravity, a value will use the project general gravity value.
Items
An is an actor that heroes can pick up, it usually represent a power-up, weapon, coin or vehicle.



spritesets:
: spriteset displayed when not moving.
: spriteset displayed when moving.
: spriteset displayed when you pick up the item (collision), this set has some extra attributes: frames the spriteset is shown before it disapears, or item to other actor when picked up.

properties:
: actor drawing layer, and float state.
: triggers the end of the stage event.
: used only on games, sets the actor gravity, a value will use the project general gravity value.

power-ups:
: increase/decrease lives.
: increase/decrease secondary weapon, if enabled.
: sets immunity to hero for a certain time in frames.
: all enemy actors are hitted by the indicated amount.
: increments player score.

swap actors:
Swaps defined actors to another ones, if no destination is set, actors are deleted. You can use this to change your hero to another more powerful, open doors, or to get on a vehicle.
Enemies
An is an actor you usually have to elude or destroy.



spritesets:
: spriteset displayed when not moving.
: spriteset displayed when moving.
: spriteset displayed when actor gets hit by a gun, this set has some extra attributes: frames the spriteset is shown before returns to its normal state, if skipped (TAB key) it sets spriteset default time, and on hit. An enemy actor does not move when its on this state.
: spriteset displayed when actor gets hit by a gun, this set has some extra attributes: frames the spriteset is shown, if skipped (TAB key) it sets spriteset default time, on death and if you want to change enemy to other actor when animation is done.
: spriteset displayed when actor fires a gun, only performed if GUN 1 is defined, this set has some extra attributes: frames the spriteset is shown, if skipped (TAB key) it sets spriteset default time, on fire and if you want to change enemy to other actor after when animation is done.

properties:
: actor drawing layer, and float state.
: sets the collision box with actors: or , also sets a value if you want the bounding box act like a wall, or value if you want the actor to act like such (only for platform genre).
: when vitality reaches 0 the actor dies, this makes the actor more or less powerful. An initial value of 0 gives the actor an infinite vitality. Also has a hit shade color value.
: damage value inflicted to hero on collision.
: increments player score.
: used only on games, sets the actor gravity, a value will use the project general gravity value.

fire guns:
: when a fire event triggers this indicates the delay before actor creates a , for example, imagine an eating plant that opens its mouth and throws an eye-ball to the hero (Ghosts 'n' Goblins), the (eye-ball) is thrown at the middle of the open-mouth animation ( spriteset), this delay is for fitting the animation with the gun creation.
: Custom fire guns, has a actor and a fire rate, frames(*2) before it calls the fire event again. spriteset will only trigger if GUN 1 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. Move on to any sprite on the right, a cross (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. Actor will only shoot if a fire position is set on its facing direction.
Enemies (base)
An is an enemy actor that you usually have to elude or destroy, the diference is that can have attached other actors, for example, a tank, the enemy base would be the vehicle and the cannon and/or the machine gun are attached enemies.



spritesets:
: spriteset displayed when not moving.
: spriteset displayed when moving.
: (only for enemy base, see ) spriteset displayed when actor gets hit by a gun, this set has some extra attributes: frames the spriteset is shown before returns to its normal state, if skipped (TAB key) it sets spriteset default time, and on hit. An enemy actor does not move when its on this state.
: spriteset displayed when actor gets hit by a gun, this set has some extra attributes: frames the spriteset is shown, if skipped (TAB key) it sets spriteset default time, on death and if you want to change enemy to other actor when animation is done.

properties:
: base mode, has two states : base and attachments work as a whole, you need to destroy the enemy base, destroying its attachments won't destroy it. : base just acts like a stand for its attachments, you need to destroy all attachments to destroy it, so in passive mode base must have at least one attachment to keep existing.
: actor drawing layer, and float state.
: sets the collision box with actors: or , also sets a value if you want the bounding box act like a wall.
: (only for bases) when vitality reaches 0 the enemy dies and all its attachments, this makes an enemy more or less powerful. An initial value of 0 gives the actor an infinite vitality. Also has a hit shade color value.
: damage value inflicted to hero on collision.
: increments player score.
: used only on games, sets the actor gravity, a value will use the project general gravity value.

attachments:
: attached enemy actor, each attachment has its own positions on the base. To set a base position first select a and then select spriteset (labeled with ), move over a sprite, click on any part of the sprite to set the attachment for this base position, keep [SHIFT] down to center it on the sprite.
Test mode
Press [SPACE] to enter the test mode for the current actor, if the actor isn't a hero a blue cell will appear representing it, you can move it with the CURSOR keys.



Place walls and cell events in real-time with the mouse for testing, to switch use [Z,X] keys , press [F1] on screen to view test mode keys. Also pressing [`](Key betweem ESC TAB) you can change background cell colors, and [TAB] to hide/show wall actor collisions bounding box(white) and hit boundingbox(red).
Actors float state
Actor property defines the float state of the actor, for games where the stage is larger than the screen this sets if the actor moves along with the scroll or not, for example, in scrolling shooter games like Raiden only grounded actors (houses, tanks,..) move along with the scroll, look at this Capcom's 1942 gameplay video to see the effect, if you look at the planes you can perceive when they move horizontaly that they don't get dragged by the scroll, the effect goes unnoticed but it is essential to make the game gain in gameplay.

If we set the floating state of the actor you can set whatever scrolling speed to the stage, the actor won't get pushed out of the screen, in 1942 we essentially got a huge WWII Galaga game with a scrolling background.