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cmot17 edited this page Nov 17, 2021 · 2 revisions

How to set up Customknight Creator

  1. Download the sprites folder from the Google Drive (or the parts of it that you want)

  2. Click Add, then navigate to your “Root folder”

    Root folders are sets of animations and usually include multiple spritesheets. “Knight” is the main one, but there are others.

    Any folder one level below “sprites” can be a root folder

  3. Click “Load Categories”

  4. Click “Load animations”

  5. Now you can enable or disable which animations you want to look at.

  6. Set your “output” folder (this is where packed spritesheets go)

Usage after setup

Previewing animations

  • Click “Play animation” to play the animation once
    • This is useful for looking at differences between two or three frames and comparing them to each other.
  • Click “Autoplay” to automatically play any animations you click on as well as to loop them infinitely
    • If you want to stop the playing/looping, just click again
    • This is useful for quick previewing as well as checking animation smoothness and consistency

Checking duplicates

  • HK reuses many sprites in multiple animations.
  • It is useful to check for and replace duplicate frames - it saves you work and helps keeps your animations consistent.
  • There are two ways to do this: animation-side and across all of the root folders you have loaded.
    • Animation-side
      • This is functionally the same as the next version, but with fewer things to look at.
      • It will only show you duplicates that your current animation has, not duplicates across all loaded root folders.
    • All root folders
      • This will show you the status of every animation and duplicate frames in them
      • It's recommended to do this every once in a while - at minimum, at the end of finishing all of the atlases/spritesheets in a root folder
  • Interpreting what it shows you
    • Regardless of which method you’re using, CustomKnight Creator will tell you at a glance where you might have duplicate sprites.
    • Green, or a check mark, means that your sprites are not vanilla (AKA you’ve edited them) and that all duplicates match each other
    • Yellow, or (fill in), means that your sprites are not vanilla, BUT some of them are mismatching, aka—you have not matched the duplicates yet
    • Red, or an X, means that you have done nothing to these sprites so far — they are matching, but they are also vanilla. These are animations you haven’t worked on yet.
  • Duplicating sprites
    • Once you’ve found sprites you want to match duplicates on with whichever method, you have two options: “Select Main Copy” or “Autoreplace all”.
    • "Select main copy" lets you manually scroll through the frames on the right column and decide which one you want to be the actual sprite - there can only be one, so pick whichever one you want to be used.
    • “Autoreplace all” is a much more dangerous option, you can easily delete sprites by accident with this, be careful. That being said, it will replace duplicates for you — it picks whichever sprite you’ve most recently saved over. This is faster and easier, but you do want to make sure that it is actually the one you want!
      • “Autoreplace all” will ALWAYS override with the most recent sprite, and unless you have saved backups yourself, your older version will not be recoverable.

Packing your sprites

  • Packing your sprites takes all of the individual sprites you’ve saved and recombines them into spritesheets the game can read.
  • When you’re ready to pack, all you need to do is make sure your output folder is set to where you want it to go and click “pack”
  • The window might appear to freeze up for a moment and the output log will say “Packing sprites…”, then “Done Packing”.
  • Once you do that, you can navigate to your output folder and view the packed spritesheets

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