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In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. [1] Use of the term has since become more general.
The main design purpose of Aseprite is to create animated 2D pixel-art sprites. Some of its features include: Layers and frames, with layer grouping and animation tagging; Pixel-art specific transformations and tools (pixel-perfect modes, custom brushes, etc.) Animation real-time preview and onion skinning; Tilemap and tileset modes
A sprite can be thought of as a simple 2D image, but can also be a container for other sprites. In Cocos2D, sprites are arranged together to form a scene, like a game level or a menu. Sprites can be manipulated in code based on events or actions or as part of animations. The sprites can be moved, rotated, scaled, have their image changed, etc.
The user interface within individual software applications is typically 2D in nature as well, due in part to the fact that most common input devices, such as the mouse, are constrained to two dimensions of movement. 2D graphics are very important in the control peripherals such as printers, plotters, sheet cutting machines, etc.
In 2D computer animation, moving objects are often referred to as "sprites." A sprite is an image that has a location associated with it. The location of the sprite is changed slightly, between each displayed frame, to make the sprite appear to move. [16] The following pseudocode makes a sprite move from left to right:
Png support for sprites and backgrounds; Keyboard shortcuts; Multiple languages and the ability to create custom translations; Multiple frame onion skins (0-9) Undo / redo; Image preview of Stk files when loading figures; Pivot Animator 4.1.10 was released as the "stable" version of 4.1 and is still the latest non-beta version so far (as of ...
The Amiga computer has sprites which can have any height and can be set horizontal with the copper co-processor, which makes them ideal for this purpose. Risky Woods on the Amiga uses sprites multiplexed with the copper to create an entire fullscreen parallax background layer [9] as an alternative to the system's dual playfield mode.
The modern videogame arcade as is known today was birthed in the 1970s, with the first arcade games using real-time 2D sprite graphics. Pong in 1972 was one of the first hit arcade cabinet games. Speed Race in 1974 featured sprites moving along a vertically scrolling road.