Art Animation¶
Art animation lets background elements move independently of enemy and item gameplay. Use it for animated signs, water, fire, effects, doors, screen elements, or repeated environmental motion.
Art Assets¶
The Level Editor stores image assets in the level art folder. Drag PNG or GIF art into the editor to add images or create animations. GIF imports are split into frames, similar to the Character Editor workflow.
Static images are placed directly on a layer. Animation references point to an animation definition and place that animation at a position on the current layer.
Animation Definitions¶
An art animation definition is a list of frames. Each frame can store:
- Image name.
- Delay frames.
- Pivot in pixels.
- Scale.
The timeline lets you select, reorder, insert, replace, and delete frames.
Animation References¶
An animation reference is an instance of an animation placed in a layer. The same animation definition can be reused by multiple references. This is useful when several signs, lights, or moving elements share the same timing.
Editing Tips¶
Use static images for large stable art. Use animations for elements that need timing. Keep animation frames cropped consistently, or use pivots to remove jitter.
For special screens, convert images to Title Screen Image entries when they need title-screen specific movement fields. See Special Screens.
Related pages: Background Layers, Levels, Scenes, and Cutscenes.