Character Resource
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The character resources consist of many different types of resources, which make up a character's layers.
Contents |
Layers
- Bodies (Stomach and Far Arm)
- The character's supporting frame. This should exclude the arm that is closest to the camera, if doing side frames, as the hand and portions of the closer arm should appear above a separate layer (specifically, the shirt). It may alternatively be used exclusively for the use of pre-colored and pre-fabricated sprites built for other engines.
- Faces
- The character's head and face.
- Hairs
- The character's hair, which is not rendered when wearing a hat, naturally or with equipment.
- Masks
- The character's facial details or a mask.
- Hats
- The character's hat or helmet, which will force hair to not render.
- Shoes
- The character's shoes or boots.
- Pants
- The character's pants, trousers, shorts, dresses, etc...
- Belts
- The character's belt. I don't know why we bothered.
- Shirts (Shirt and Far Sleeve)
- The character's shirt. This should exclude the sleeve that is closest to the camera, if doing side frames, as the hand and portions of the closer arm should appear right after this layer, and before the closer sleeve.
- Bodies (Close Arm)
- The character's arm that is closest to the camera for the side frames. This is a separate layer to ensure that the shirt may appear below, and the sleeve may appear above.
- Shirts (Close Sleeve)
- The character's shirt's sleeve that is closest to the camera for the side frames. This is a a separate layer to ensure that the arm may appear between this layer and the remaining portion, which is the shirt layer.
- Accessories
- The character's accessory, which is rendered after absolutely everything, for very specific elements.
Layer Options
Character Set Properties
- Name
- The name of the piece of a character's layer, that is used when constructing characters and equipment.
- Work with
- The Bodies and Shirts character layers require to be two-fold, to ensure that when a human is drawn, the stomach and far arm are drawn first, the shirt without close sleeve is drawn second, the close arm is drawn third, and the close sleeve of the shirt is drawn fourth, last.
- Face
- A 128x128 graphic that should be monochromatic that represents what will be seen on a face-shot, for a particular character layer. The color will be appropriately tinted depending on what the character's color is set for the layer. This generally would not apply to the Pants and Belts layers.
- A 128x128 graphic that is exactly as the other, except it is not tinted, and will be drawn on-top.
Graphics
Each set of frames is a graphic that can be pretty much any dimension, though ensuring that it is properly composed of 8 tiles, from left to right, of all the same dimension.
Either the Left Frames or the Right Frames may be omitted if you would like them to automatically flip the provided frames horizontally to compensate. This is recommended as it reduces graphical memory usage. It will also flip the action points appropriately.
- Walking
- The first frame is used for when standing still. The eight frames together form the animation the character will take when walking.
- Action
- The fourth frame is used for holding up a shooting item. The eight frames together form the animation the character will take when performing an action, such as casting a magic spell.
- Slashing
- The eight frames together form the animation the character will take when performing an melee item is being used.
Action Points
Pressing the Set Action Points button will bring up a window where you can specify the location and orientation of a held item for each of the directions and states.
Other Options
- Flying
- Checking this will make the character maintain its z-axis value, and thus will not respond to gravity.
- Shadow Distance
- The number of pixels the shadow will appear below the character's center point on the ground.
- Flat
- Checking this will force the shadow to not be flipped and not shrink.

