Avoiding Beginner’s Mistakes
This section will quickly cover the most common mistakes or misconceptions that beginners run into that
can cause unneeded confusion and waste your precious time.
1) Do not move or rename your image files once you’ve used them in your Spriter project! It’s very
important to understand, Spriter files are simply text based files that store the relative positions, sizes,
angles etc of the images you will use, the Spriter files do NOT store the actual images inside them..only a
reference to their relative file location. This means if you use an image in your Spriter animation, and
then move that image to a new location on your computer, that Spriter file will no longer be able to find
the image and your animations will include a “missing image” placeholder instead of your moved image.
If this happes, just put the images back where they were when you originally used them in the animation.
2) Stay organized. You’ll save yourself a lot of time if you make your Spriter project’s folder and
images neatly organized... A general good folder structure for a Spriter project such as for a player
character is:
The project folder
_sub folder for head images
_sub folder for torso images
_sub folder leg images
_sub folder for arm images
_sub folder for weapon images
_sub folder for hand images
_sub folder for feet images
_sub folder for all sound files if you’re adding sounds
Then, if you will be using Character maps to swap out heads, weapons, etc etc, addional sub folders for
the alternate versions each particular image set that is to be replaced. For example, if you will have a
character map that changes the weapon of the character, you might have something like this:
The project folder
_sub folder for head images
_sub folder for torso images
_sub folder leg images
_sub folder for arm images
_sub folder for weapon images
_sub folder for the alternate weapon images
_sub folder for hand images
_sub folder for feet images
_sub folder for all sound files if you’re adding sounds
This sort of folder structure will make navigating the file palette in Spriter to find the specific images you
need to use much faster and easier, and will make the creation of character maps a lot faster as well.
3) Make sure you use trimmed images! When exporting all your images for use in Spriter, please be
certian that:
a) You are working in a reasonable resolution for the needs of your final game...in other words, if
your final game character needs to stand at roughly 128 pixels tall in the game itself, dont make just the
head image for the character 1240 pixels tall. (Although I do recommend you create your images and
Spriter Animations initially at 2x or 4x their actual needed size for the game, (if you are not making a
retro pixel art game), but then scale the Spriter project down before importing it into your game engine..
This allows you to draw faster and sloppier, as the reduction cleans the art up for you...also, this means
you have extra large versions of all your art/animations to use for marketting art etc.)
b) Each image is trimmed so that its not surrounded by a lot of Columns and rows of completely
transparent pixels. This is incredibly wasteful of texture space, draw calls, memorry and drawing time in
a game engine (as well as within Spriter) and will also make manipulating your images in Spriter much
more cumbersome.
4) Take advantage of the helpful Spriter community and our support email.
If you run into a problem, or a feature seems to not work like you need, or a feature that you’d like seems
missing, please do be sure to join our official forums and let us and the community know. You’re likely
to get helpful advice and tips quickly, and this will ensure that any of your desires for new features gets
our attention. It can also help us improve workflow or our doccumentation.
Our forums can be found at: http://www.brashmonkey.com/forum
Also, don’t hesitate to email us at: support@brashmonkey.com if you think you’ve found a bug or are
having any other type of technical issue regarding Spriter or a Spriter implimentation.