It’s a good opportunity to test what you have learned before. Just make sure to name the clips “Boss_Attack” and “Boss_Hit”. In your “Boss” Prefab, add a new sprite child called “Bonus”. This object will serve to display an additional image when we want. It should be hidden most of the time (like in the Idle animation). Observe the “Mouth” (another image) and “Bonus” (enabled) children. It doesn’t look very good when looping, but the purpose is to have a quick animation played only once to respond to a player shot. To disable the loop, click on your “Boss_Hit” animation in the “Project” pane. You can notice that it won’t change anything yet. You must start the game and look at the “Animator” window to see a difference. We recommend to use a dedicated layout to work on animations. The “Scene” is sitting near the “Animation” view.You can click on a sprite to select it and change it. If the animation view is recording, you will see a new key added on the timeline everytime you change something. The “Game” view is always visible and will show the animation when you click on the “Play” button of the “Animation” view (no need to launch the game).ĭo not forget to save the layout for future uses. We have learned how to create some animation clips for an object. Now, we need to integrate them in the game. In the next chapter, we will see how to combine the different animations and call them with our scripts. To do that, we will use the other animation view: the “Animator”, which represents the “Animator Controller” states machine of an object.While rather basic, Pixen for Mac includes quite a few distinguishing capabilities for creating pixel art. While this program certainly isn't Paint or Photoshop, it still offers all the expected tools needed for creating pixelated images and animations. Once installed, Pixen for Mac offers a rather basic interface with all of the tools available in one place. The application allows for using several different backgrounds, including existing image files like photos or wallpapers.
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