This tutorial assumes you have completed Parts 1 and 2, since it will build off of the same epilogue. For this tutorial, we'll be adding a fade effect to the orb, to give it an explosion.

Flash Effect

First we'll add a flash effect to the orb's explosion.
  1. Open up your epilogue and select the Blue scene.
  2. Select the "Oh no!" action in the Actions list.
  3. Toggle the "Oh no!" speech bubble to have a fixed length so it doesn't persist into the next action, if necessary.
  4. Add a new Action.
  5. Add a new sprite. Use ep_flash.png from Florina's folder.
  6. Give this sprite an ID of "flash".
  7. Drag the flash to the center of the orb, around (X: -335, Y: 1176).
  8. Find the Opacity (0-100) in the Property Table and set it to 0 so the flash starts off invisible.
  9. Set Scale X: 1 and Scale Y: 1. These are the default values, but we're going to animate them so we need to set them explicitly.
  10. Drag the time marker to 0.25s.
  11. Put the mouse over the corner of the flash's box in the preview canvas and drag it to scale the flash. Alternatively, manually set Scale X: 5 and Scale Y: 5.
  12. Drag the opacity slider to full, or type in 100.
  13. Move the time marker to 0.5s.
  14. Set Scale X: 1, Scale Y: 1, and Opacity: 0.
  15. Preview the animation. The flash should grow quickly and disappear.

Vanishing orb

The orb exploded, so it should go away.
  1. Toggle the orb to have a fixed length. The orb's bar in the timeline will shrink to its final keyframe, and the diagonal lines extending to the right will disappear.
  2. Play the action and verify it looks correct. By the end, only Florina should be left.

Screen Fade

To add to the flash's intensity, we'll make the whole screen go bright yellow.
  1. Select the camera's first keyframe in the timeline.
  2. Type 0 into the opacity to force a keyframe.
  3. In the color field, type FFFFC6. This method lets you type exact RGB hex codes rather than using the color picker.
  4. Move the time marker to 0.25s.
  5. Set the opacity to 100. The whole screen goes yellow.
  6. Move the time marker to 0.5s.
  7. Set Opacity: 0.
  8. Play through the scene. The whole screen should flash now.

Clothing Damage

As required when using summoning orbs in the world of SPNATI, its explosion must destroy clothing. We'll do this by swapping out Florina's image with another one.
  1. Select Florina's sprite (named "calm"). We should name this "florina" so that it's easier to tell at a glance what we're animating.
  2. However, the fields are disabled. You can only edit an object's attributes in the action where it was created.
  3. Select the first action ("But you won't really...")
  4. Select the calm sprite again. Now you can rename it to "florina".
  5. Go back to the last action. It's probably named "Move Camera". Let's give it a better name by typing "Clothing Damage" into the Name field.
  6. Select Florina's sprite.
  7. Move the time marker to 0.25s.
  8. Under the Source field, click the ... and choose 6-embarrassed.png from Florina's folder.
  9. Florina is a bit stretched out. This is because the old image and new one aren't the same width.
  10. It's generally better to make your source images the same dimensions for situations like this, but since Florina's assets weren't designed with epilogue tutorials in mind, we'll just work around it.
  11. Make sure the time marker is still at 0.25s.
  12. Grab the left or right edge of Florina's box and pull it in until she looks good. Alternatively, manually set Scale X: 0.70.
  13. Since we have never set the scale before, it will apply even before this point. To remedy that, select the Scale X key frame and change its type to "Begin keyframe" using the button in the timeline toolbar.

Next - Particles

The next tutorial will add some particle effects to the scene to make it prettier.