This thread is a few years old. Some details may refer to an earlier version of Visionaire Studio. Current tutorials
createSprite("vispath:file.ext")Create point and click adventures without coding. The free version covers up to 25 scenes per project. For more scenes or to earn money with your game, you need a license.
See the Indie Bundle Try it for free‹Animation name="tunnel0a" id="51" order="0" lastModified="1" AnimationLoopRandom="F" AnimationNumberOfLoops="0" AnimationPause="20" AnimationDirection="-1" AnimationMove="F" AnimationUseIndividualPause="F" AnimationReplay="0" AnimationModelAnimIndex="-1" AnimationModelAnimSpeed="-1" AnimationModelFile="" AnimationModelName="" AnimationEndDirection="-1"›
‹AnimationPosition x="0" y="0"/›
‹AnimationAction parentLink="F" id="-1" tableId="-1" LinkAny="F"/›
‹AnimationSprites›
‹sprite name="" pause="0" path="Kulissen/UBahn/Tunnel0.jpg" Transparency="2"›
‹position x="0" y="0"/›
‹/sprite›
‹/AnimationSprites›
‹AnimationMirror parentLink="F" id="-1" tableId="-1" LinkAny="F"/›
‹AnimationCenter x="0" y="0"/›
‹AnimationPropertyFrames›
‹/AnimationPropertyFrames›
‹AnimationWalkSteps›
‹/AnimationWalkSteps›
‹AnimationPauses›
‹/AnimationPauses›
‹/Animation› local myAni = game.CurrentScene:createAnimation({
name="tunnel0a", createSprite("Kulissen/UBahn/Tunnel0.jpg")
})AnimationModelFileSpritesSpritePosition= {
AnimationModelFileSpritesSpritePositionX = 5
AnimationModelFileSpritesSpritePositionY = 8
}
-- XD
No offense meant, but what some call a hassle is a walk in the park for orhersI don't see how it wouldn't be a hassle. If I want to add in an animation inside of the editor, I simply create one, specify the loop & delay values, then click on the import animation button to import all of the animations with the same name & a prefix number attached to them.In my case, creating the animation out of code is the better to maintain and simplier to set-up way to do it.
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