


It's also easy to synchronize animation with other actions using timelines, such as playing sound.

If you do this, it doesn't really matter where your frames are stored as you can just set every single frame individually at a specific time. You can create a timeline for each sequence, and then assign it as needed in your code (set timeline_index, timeline_position, and timeline_running). The other option will give you that fine grained control at the cost of being a little more work to set up. I don't think there's anything wrong with this if you don't need very fine grained control over your animations. You can also control the image that's being shown directly (image_index, probably a good idea to set it to 0 when you switch to a new sequence) and the animation speed of the current sprite (image_speed). It's easy to switch between them in code (set sprite_index). I think this is a good and clean way to have multiple animations. Obviously one option is making a separate sprite for each sequence, as you suggest. I can think of two good ways, at least two that are better than a "system of checks and variables" in your code. Thank you for reading this and I appreciate the help! My question, then, is what is the best form for displaying and maintaining the correct image files for a sprite that has multiple animations? Should I lump all the animations into one sprite file and use a system of checks and variables in my code to determine which parts to cycle through (and if so, is there a simple function for cycling through a set number of images given an image index range and a certain speed at which to display them)? Also, if multiple animations should be lumped into one sprite file, are there any useful tools or tricks experienced members like to use to make sure files for different animations don't get mixed up? Or is it a better practice to make a separate sprite for each animation sequence (one for running, one for jumping, etc.)? png animation strip, and I've found ways to make it cycle through all images of the sprite for animations. I've noticed in the help section that you can choose to save a sprite file as a. If I have a character sprite, I will probably want it to do multiple things (maybe an animation for standing still, an animation for walking, an animation for jumping/falling, etc.). However, I'm a little unclear on how exactly to implement sprite animations in Studio. My only previous work with sprites was in a demo of RPGMaker, but I have the basics down - draw an animation as multiple images, frame by frame, and show them sequentially when certain conditions are met. Hello! I have a quick question about sprites and animation in GM:S.
