Export Sprite Sheetoption.
sizeis 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:
nameis the animation name, and your character must contain
missedanimations. You can also add as many of your own animations, which you can play on command using the Play Expression event.
framesis a list of the sprites used from the sprite sheet. The sprites are 0-indexed, left-to right, top‑to‑bottom.
loopchanges the characters animation looping behavior:
nowon't loop at all, and will return to the neutral animation once finished
yeswill play the animation from the beginning again once it has finished
onBeatwill play the animation from the start on every beat
loopStartto pick a frame from the list that the animation starts the loop at and is 0‑indexed.
fpsNonzero: 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
<charactername>.pngand 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.
portraitOffsetshifts the offset in pixels for where the character shows up (+x goes right, +y goes up)
portraitSizesets the size of the cropped frame, optional and defaults to
portraitScalesets the scale of the sprite, optional and defaults to
<character name>_<animation name>, e.g.
neutral, happy, barely, missedBoy:
headspin, headspin2, gameover, gameoverloopHoodieBoy / HoodieBoyBlue:
beep1, beep2, gameoverPaige:
gameover, needsomehelp, singing, happywalking, conversing, walking, asking, askingstop, sleeping