Spritesets screen
Enter the screen by pressing [5], here is where you load your for the actors of your game.

Sprite sheets image files must meet some requirements to load correctly, read here to know.

Once you have loaded a sprite sheet you can see the number of subimages for each Way in the top-right corner of the screen. As a sprite sheet can contain multiple animations, like walking, jumping, or dying, you will need to define a spriteset for every animation you want to perform, this is easy, you only have to set the following properties:

first image for the animation.

last image for the animation.

number of frames (steps) to advance to next image in the animation. One second has 59 frames.

if the animation loops or not, you can also define a loop for only the last n images.

Select an area over any sprite to set the bounding box for the spriteset, bounding box is used for wall collisions, in Platform games the bottom of the bounding box is used as floor collision check.

To test a spriteset, press space or double-click on a register. Press Esc to stop the animation.

You can also replace, duplicate or delete a spriteset, and also import or export all your spritesets into one unique file.

For large animated files it is recommended to have multiple sprite sheet images instead of one unique image file, to prevent loading slow downs.

Press [F1] to see other features.