![]() To start drawing simply select a brush from the top right and then click (either with the left or the right mouse button) a colour and then select the Pencil tool before clicking (with either mouse button) on the canvas to create your base image. ![]() But how to use it? Let's get drawing and find out. So, that's the basic overview of the editor itself. The toolbox contains a number of different draw tools that permit you to draw shapes, flip the image and do a number of other things, while the layer editor permits you to create new drawing layers for the sprite, so you can composite things together. Colours are assigned to the left and right mouse buttons by simply clicking on one of the swatches with the respective button, and you can paint onto the drawing canvas using either button, with the chosen colour being merged with the base brush.įinally, underneath the colour picker, we have the drawing Toolbox and then the Layer Editor. You can select a brush from the top right of the editor, and the basic brushes come in circular or square form with a few pre-set sizes to choose from.īelow the brushes you have the colour picker. The main part of the editor is taken up with the drawing canvas which is where all your sprites will be drawn using one or more of the various brushes available. These can be used to animate the separate frames, set the animation speed, enable onion-skinning (more on this later.) or set the animation type from linear to ping-pong and back. You'll notice too that you have additional frame tools to the left of the images. If the sprite is animated you will add more sub-images (frames) here, but for single static sprites, backgrounds or tile sets you'll leave this as a single frame. Next, in the top left, you can see the frame view, which is where you will see listed the various sub-images that compose the sprite (a sub-image is simply another name for "frame" of animation for the sprite). The first thing to note is that the main IDE Context Menu at the top now has extra options related to the image editor, like Images and View. ![]() We'll briefly explain the different areas you see before moving on to create our first sprite. This will open a new workspace with the Image Editor in it:Ībove you can see the basic initial layout of the image editor. This will open up the Sprite Editor where you can set certain properties for the final sprite resource, but we don't need to set any of that up for this tutorial as we are focusing on the Image Editor itself, so simply click the button Edit Image All images in GameMaker Studio 2 are stored as sprites, regardless of their final use in your project, so right-click on the sprite resource folder in the resource tree and select Create: Even if you don't consider yourself the greatest artist in the world, you'll soon see that the image editor is an indispensable tool when creating your projects as it enables you to quickly visualise animations and edit details in an intuitive and easy fashion.īefore you can start creating an image you need to first create a sprite resource for your game. You can also watch the following video on the Image Editor:Īs you continue through this tutorial, we will aim to show you how to use the image editor to create these sprites, showing off some of the unique features available to you as we go. All images created in your projects will become sprite resources, which in turn can then be used to create moving instances, backgrounds, or tile sets. The image editor is where you can make graphics (images) which in turn can then be used within your game project. In this tutorial we are going to look at the GameMaker Studio 2 Image Editor. ![]()
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