Game Development Reference
In-Depth Information
as Opacity or Scale. Then you can select one of these template sprites and use
copy and paste to add more sprites of the same type using the same name. The
advantage of this workflow is that copies of a node automatically share the
same parent; they will be siblings. That spares you the trouble of accidentally
adding images to the root node or the wrong layer. Plus, they're easily identifi-
able because each copy takes over the source sprite's name.
I can't possibly describe how to precisely arrange these images—feel free to be creative.
Should you not have any images available, you can simply use Color Node and Gradient
Node instances as placeholders for real images. The resulting timeline might resemble the
one in Figure 3-14 .
Figure 3-14 . Timeline of the Background1.ccb parallax layers with sprites
Tip To avoid accidentally moving or otherwise editing a layer and the nodes it
contains, you can click in the Lock column in the Timeline so that a Lock sym-
bol appears to the right of the node's name. When the lock is active, all of the
node's properties will not be editable, all Item Properties fields are grayed out,
and the same applies to the locked node's children.
To further ease editing, click on the eye column just left of the lock column to
hide a node and its children. Contrary to a node's Visible property check box on
Search WWH ::




Custom Search