GameMaker Studio offers several ways to create and manage animations for your game characters or objects. Here's a comprehensive guide on how to do it:
First, animations in GameMaker are typically handled through sprites. A sprite is composed of one or more sub-images. These sub-images can represent different frames of an animation.
Assign the animated sprite to an instance (an object in your game) that should be animated.
image_speed property defines how quickly the animation plays. Setting it to 1 will change the sub-image each step at the room's frame rate. Lower values slow down the animation, while values higher than 1 can speed it up.
You can control the animation using GML (GameMaker Language), by manipulating properties like
To detect when an animation has finished, you can use the Animation End event of an object. Within this event, you might want to change to another animation or perform some action.
Each sub-image in a sprite is numbered starting from 0. You can directly set the
image_index of an object to display a specific frame of its sprite.
By manipulating the image index, you can also create more complex animations that don't just play from start to end.
In conclusion, GameMaker provides the functionality necessary to import, create, and control sprite-based animations easily. By managing image indexes and animation speeds, you can create dynamic and responsive animations suited to your game's needs.