back to the original page

Character editing

Here's help for common operation of the edit window

Main Tab

Parameters

  • Pattern number
    Pattern number or animation number set by the sprite
  • Vitality, Attack Power, Defense Power
    When an attack hits, the attacker's attack power minus the defense power is calculated from the vitality. It is subtracted; if it reaches 0, it is destroyed
  • Number of points
    Value to be added upon destruction
  • Money, Experience
    Unused
  • Z-value offset
    Value to be added to the drawing priority (negative number: front, positive number: back)
  • Adjusts the character's position XY
    Adds to the character's coordinates. Normally, the character appears from outside the screen by 32 pixels. (a negative number)
  • Load Factor
    You can get the total load factor in the screen from the script

Attribute flags

  • Turn on
    if you want to attack some opponent with an attack decision
  • Turn on if you are attacked by some opponent with
    defensive judgement
  • Synchronize
    Main background Synchronize with the scrolling (set in Stage Edit).
  • Automatically rotates the direction of the
    character facing the direction of movement. When this flag is turned on, the sprite must be facing downward
  • Articulated character
    Turn ON when using the articulated character described below
  • Out-of-game characters
    Main area The image will be drawn outside of the "Layout Editor". Turn off hit detection
  • Pause time in appearance
    If any of the characters with this flag are present, time will stop progressing
  • No automatic disappearance
    Characters do not disappear when they go off screen
  • No drawing

  • This will stop only drawing. The hit decision etc. remains unchanged.
  • Invincible
    Defense decisions disappear
  • control
    player controls will be enabled
  • Draw a shadow
    Draw the shadow of the character stage settings are also required)
  • Respond to Flash
    Transformed to the character specified in the flash effect
  • Vitality Display at the location specified in the layout settings
  • Optimize drawing
    Normally off
  • Inhibit auto-animation in the auto-machine
    Do not switch the pattern number when moving the machine
  • Do not synchronize the coordinates with the parent
  • Ignore the coordinate scaling of the parent
  • Don't synchronize colors with the parent
  • Ignore the parent's color changes
  • When you are in a fast-turning target
    , the target character will not appear in the stage edit
  • Not subject to induction
    Not subject to induction panel
  • Important Characters
    The maximum number of characters to be set in the game settings
  • Never be affected by the parent's drawing priority
  • Ignore the parent's drawing priority

Multi Indirect Tab

Item Tab

Set up the item character.

Weapon index and player editingThis is a number in the list of weapons
However, for main, sub and bomber weapons, they will be independent numbers. For example, the list of weapons.
Main Weapon A
Main Weapon B
Subweapon A
Main Weapon C
Subweapon B
Bomber
then the index value of the main weapon is
  • Main Weapon A → 0
  • Main Weapon B → 1
  • Main Weapon C → 2
  • and the index value of the sub-weapon is
  • Subweapon A → 0
  • Subweapon B → 1
  • and the bomber's index value is
  • Bomber → 0
It will be

Attraction

When the distance to the ship is less than the specified value, it will start moving toward the ship
  • Attack distance
    Specifies how far your ship can be drawn during an attack
  • Distance when not attacking
    This is the distance your ship can attract while not attacking
  • Specifies how long it takes to stop attacking and become non-attacking (not how long it takes to start attracting)
The decision to retrieve an item from your ship is made when the ship's attack judgment and the item's defense judgment intersect, and then it is released. The size of the hit is Make sure to allow for a large enough hit ratio.

String tab

Effects tab

You can split and deform a vertex when displaying a character The finer the number of segments, the smoother it will be, but the computational complexity will increase. It is also possible to use multiple effects at the same time. Turn on the enable checkbox for each tab
  • Raster X
    You can deform the X coordinates and U values of each vertex with a sin wave
    • Direction
      Wave direction
    • Choose the method
      Whether to transform the X coordinate or the U-value
    • Amplitude
      Width of the wave, in pixels
    • Period
      Wave period, in pixels
    • Angular velocity
      The speed at which the wave travels
  • Raster Y
    You can deform the Y-coordinate and V-value of each vertex with a sin wave
    • Direction
      Wave direction
    • Choose the method
      Deform Y coordinate or V-value
    • Amplitude
      Width of the wave, in pixels
    • Period
      Wave period, in pixels
    • Angular velocity
      The speed at which the wave travels
  • UV scrolling
    Variate the UV value of each vertex to make it look like it's scrolling
    (if you don't use it with the raster, reduce the number of divisions)
    • U position
      Initial U-value (in pixels)
    • V position
      Initial value of V-value in pixels
    • U speed
      value to be added to U per frame (pixel unit x 100)
    • V speed
      Value to be added to V per frame (in pixels x 100)
  • Aspect ratio
    Separate aspect ratio
    (If not used with raster, please reduce the number of divisions)
    • Lateral scale
      Lateral scaling (100 is equal to 100)
    • Vertical scale
      Vertical scale (100 is equal to 100)

The Blur Tab

Draws a motion blur-like effect as a character
Normally, the character is drawn in the main area, but if you check the box for an out-of-game character, the character will be drawn in the whole area

Physics Tab

  • Enabled
    Be sure to check this box if you want to apply physics operations. Only valid characters will be physically operated on each other.
  • Type
    1. static:Influences other characters. Stationary object
    2. kinematic:Influences other characters.
    3. dynamic:Influences and is influenced by other characters
  • Shapes
    1. Rectangle:Rectangle consisting of size XY
    2. Circle:Circle with size X as radius (cannot be an oval)
    3. Polygon:Convex form up to 8 vertices. Clockwise only.
  • Group no
    1. 0:Masks and categories are determined
    2. Positive: Always a hit if the same group number is used for both groups. Otherwise, equal to 0.
    3. Negative: The same group number will not always hit each other. Otherwise, equal to 0.
  • Mask bit,Category bit
    AND of the opponent's category bits and your mask bits. 0 means no hit, non-zero means a hit.
  • Density
    The higher the density, the easier it is to push other characters and the less likely they are to be repelled
  • Friction
    The higher the coefficient of friction, the less likely it is to slip
  • Restitution
    The higher the coefficient of repulsion, the greater the repulsion when characters collide with each other.
  • Gravity
    This is the percentage of this character that is subject to the overall gravity. Inverts with negative numbers.
  • As bullet
    A character moving at high speed is less likely to slip past other characters. Increased computational complexity
  • Lock rotation
    Rotational motion will not work during physics operations (script rotation will work).
  • Accurate
    Movement and rotation are performed using only physics calculations. Script commands such as normal movement cannot be used.
Preview screen can be moved by right-dragging, centered by middle-clicking, and zoomed in and out by wheel
Physics Details

Back to the top of the page