Export Sprite Sheet
option.size
is your sprite's canvas size +8 to allow glow and row outlines to work.
Clips are each of the characters animations, which are further split:name
is the animation name, and your character must contain neutral
, happy
, barely
, and missed
animations. You can also add as many of your own animations, which you can play on command using the Play Expression event.
frames
is a list of the sprites used from the sprite sheet. The sprites are 0-indexed, left-to right, top‑to‑bottom.
loop
changes the characters animation looping behavior:no
won't loop at all, and will return to the neutral animation once finishedyes
will play the animation from the beginning again once it has finishedonBeat
will play the animation from the start on every beatloopStart
to pick a frame from the list that the animation starts the loop at and is 0‑indexed.fps
Nonzero: Frames play at a given fps, regardless of the bpm
Zero: Frames play at a rate of 4/beat. This is designed to only work with loop onBeat
.<charactername>.png
and the JSON file as <charactername>.json
. Once finished, place the two files in the same location as your level, and click the folder icon next to the character's name of the row you want to change to open the JSON file.portraitOffset
shifts the offset in pixels for where the character shows up (+x goes right, +y goes up)
portraitSize
sets the size of the cropped frame, optional and defaults to [25, 25]
portraitScale
sets the scale of the sprite, optional and defaults to 2.0
<character name>_<animation name>
, e.g. Sig_neutral
neutral, happy, barely, missed
Boy: whaat
Insomniac: headspin, headspin2, gameover, gameoverloop
HoodieBoy / HoodieBoyBlue: beep1, beep2, gameover
Paige: gameover, needsomehelp, singing, happywalking, conversing, walking, asking, askingstop, sleeping