Luckily when using masks this will not happen since masks do not change for your object. Isometric maps If you want to make an isometric game masks are also very important. If you look at the example you see that the monkey is not capable of passing to the small parts between the walls. So the monkey can not walk around. Yet in your game you want to have that the unit can walk around through the map.
Therefore we use a mask for the monkey. So we give the monkey a small mask about the size of his shadow and we also give all the walls a mask. This then will give:. This maps looks a bit weird but if we remove all the images it will be like:. This is how the PC handles the game. It will simply use the black round image as main character and this will be used for collision checking.
These are treated slightly differently within GameMaker Studio 2 so please check the manual press as this tutorial is going to concentrate on bitmap sprites. Adding an image can be done either by clicking Import and then selecting either a single image file or multiple single image files.
If you select multiple files, they will be added as separate frames also called sub-images of the sprite and they should all be the same size for best results. If you wish to import a sprite strip or create a new image or set of image frames then you need to click on the Edit Image button to open the Image Editor. We won't go into any details about the image editor as we have a tutorial on how to use it and all the tools are explained in the manual, but we will briefly explain how to add a sprite strip to create multiple sub-images - simply open the Image Editor, goto the Image menu and select Import From Strip , then select your image file to import.
You will be shown options for how to split the sprite into frames before it is imported. All sprites are stored on texture pages also known as texture atlases , so if you have 20 sprites in your game, they will all be placed on a single texture page. This is a standard optimisation for storing and using graphics, but it does mean that you need to set a couple of things up. Basically, sprites go onto a texture page with a certain number of pixels as padding around the edge.
This is done so that when scaling up or down to non-integer values the image uses the correct pixels, so an image that is to be tiled will have the edges horizontal or vertical added to by the edges from the opposite side, while if no tiling is selected the sprite will be clamped and the edges pixels will be repeated smeared. The following image illustrates this:. The option Separate Texture Page will add the sprite to a single texture page only for it in general you'd use this only with 3D or shaders , and you can also choose a specific Texture Group to have it assigned to see the manual for more details on these aspects of the sprite editor.
The last two texture options can generally be left unchecked, as they relate to certain visual artifacts that can show up when a sprite is added to a texture page. By selecting Pre-multiply Alpha you will be telling GameMaker Studio 2 to "fix" the semi-transparent pixels of your sprite by pre-multiplying it with the matte colour of the alpha channel before placing it on the texture page - this should only be enabled if you have issues when placing sprites with feathered or ant-aliasing edges into your game, and isn't guaranteed to fix these issues you may need to re-edit them in the sprite editor or some other image processing software.
As for Edge Filtering , this option is specifically for when you have linear interpolation enabled for your game and you are seeing "halos" of colour around your sprites. This is caused by the hardware interpolating from multiple source texels on the texture page all at once, and can be particularly obvious when you scale games up in resolution.
Enabling this will filter the edge pixels to take on the colour of the nearest full alpha sprite pixel and so blend the interpolated pixels without the halo that was present previously. If you've added an animated sprite, ie: one with a number of image frames, then you will see each frame of the animation shown in the Sprite editor, and you can click on any of them to select it to be shown in the main preview window.
Sprite Masks are used to either hide or reveal parts of a Sprite or group of Sprites A 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info See in Glossary. More info See in Glossary Component. The Sprite Mask GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
More info See in Glossary itself will not be visible in scene A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces.
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