Summary

In the first part of this chapter, we learned how to import images from a graphics file into an actor's animation. We found that we can import either a single image into a frame, or we can specify a sprite sheet that contains several images, and import it into a series of frames for an actor's animation.

We also learned how to use Stencyl's built-in graphics editor, Pencyl, to make changes to existing frames in an animation, and we then looked at how we can change the preferences in Stencyl, so that our preferred graphics editor could be used instead.

The next step in learning about using animations in Stencyl was to change an existing behavior, so that it switched to the actor animation of our choice just at the right time. We then moved on to implement one of the tweening effects available to us in the instruction block palette.

Although we haven't made any major changes to our game in this chapter, we have learned some very important features that can make a game far more visually interesting for our players.

In Chapter 6, Managing Information, we're going to learn how to manage lives, keep score, and display useful information for players of our game.

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