Character Sprites

From Rivals of Aether Unofficial Workshop Manual

Sprite Names[edit | edit source]

These are the names you will have to use when naming your sprites. For example, to automatically replace the double jump animation with a 9 frame sprite, you will name the sprite doublejump_strip9.png. Other names than those listed are acceptable for sprites, but will not be automatically used for any states.

idle
walk
walkturn
jumpstart
doublejump
wallcling
walljump
(to align sprites against the wall correctly, the origin should be 22px from the edge of the sprite)
airdodge
airdodge_forward
airdodge_back
airdodge_up
airdodge_upforward
airdodge_upback
airdodge_down
airdodge_downforward
airdodge_downback
(if any of the directional airdodge animations are not included, it will just use the normal "airdodge" animation instead)
plat
(Used for the respawn platform. The origin should be placed at the top-center of the platform)
dash
dashstart
dashstop
dashturn
land
landinglag
waveland
pratfall
crouch
tech
roll_forward
roll_backward
parry
hurt
bighurt
hurtground
bouncehurt
spinhurt
uphurt
downhurt
(if any hurt animations are missing, it will just use the normal "hurt" animation instead)
[attackname]
[attackname]_hurt

→Attack names list

Sprite Offset[edit | edit source]

Sprites should generally have an origin aligned on the bottom center of the sprite. The value of the origin placement location should then be put in the load.gml script. For an easier way to set origins, see the Useful Tools page.

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