Overview

Characters can optionally have one or more epilogues, which will be available to view if the player wins a game against this character (and optionally meets certain unlock requirements). Endings are like game cutscenes, ranging from a simple visual novel style of pictures overlaid with text to a series of real-time animations and effects.
The Character Editor is not an image editing program. You will need to generate your image assets elsewhere ahead of time, such as by using Kisekae's screenshot functionality and/or Photoshop.
Epilogues consist of one or more scenes. Each scene contains one or more actions (think of these as directions from a movie director - move this actor here, pan the camera, fade, etc.).
The game will pause between each actions and wait for the user to click a button to advance. For example, you might have an action that places two sprites on screen, moves them together, and displays a textbox, followed by a second action that displays another textbox. Upon completely all actions in a scene, it will immediately begin the next scene. Nothing is preserved across scenes.
Check out the tutorials for creating an epilogue!

Scene Components

The primary components of a scene consist of the following parts:

Legacy Conversion

Epilogues built under the old system will be auto-converted to the new cutscene system upon opening the character. The conversion will create a scene from each screen and add the speech bubbles as individual actions. You do not need to do anything special.

Creation

If your character has no endings yet, the Epilogue tab will be mostly blank. Otherwise it will auto-load the first epilogue and jump to the Scene editor. Use the dropdown in the upper left to switch between existing endings, or to create a new ending, click Add New.

General Tab

This tab contains general information about the ending as well as any optional requirements for the player to be able to unlock it.

Scenes Tab

Endings are composed very similarly to poses. The Pose Maker documentation explains how to compose animations, so this information will not be repeated here.
  1. Scene List: This is where scenes and transitions are managed. Scenes are played in order from top to bottom. Clicking a scene will open it for editing in the rest of the screen.
  2. Timeline: The animation timeline. Refer to the Pose Maker documentation for more information.
  3. Action List: Scenes contain one or more actions, which are distinct blocks of animation that are separate by pauses for user input. Use this list to add or remove actions. Anything performed in an action will affect all actions following it in the scene.
  4. Object Proprerty Table: Displays properties of the selected object (scene, action, sprite, speech bubble, etc.)
  5. Animation Property Table: Displays the properties that can be animated on selected keyframe.
  6. Preview Panel: Displays a preview of an action at a certain point in time. Objects can be moved and transformed on this screen using a point and click interface. Refer to the Pose Maker documentation for more information.

Timeline


The currently selected action appears in the timeline. For the most part, the timeline functions the same as the Pose Maker, so only things unique to the Epilogue Editor will be documented here.
  1. Toggle Fixed Length (indefinite): Click this to convert an indefinite object into one with a fixed ending point.
  2. Indefinite Length indicator: These diagonal lines at the end of the animation indicate that the object will persist into the next action in the same state that it ends this one. Any running animations will continue to run.
  3. Toggle Fixed Length (fixed): Click this to convert a fixed-length object into an indefinite one that will persist into the next action.
  4. This block shows a speech bubble that appears at 2s into the action and disappears at 4s.
  5. This block shows a speech bubble that appears 4s into the action. Since the ending point is right up against the end of the animation, but the object is not toggled to have an indefinite length, it will disappear once the user clicks to advance to the next action (not right at 5.5s like the timeline shows).

Timeline Toolbar

  1. Add Sprite: Adds a new sprite to the scene.
  2. Add Speech Bubble: Adds a speech bubble to the scene.
  3. Add Emitter: Adds an emitter to the scene.
  4. Add Particle Emission: The selected emitter will emit one or more particles at the current time.
  5. Remove Object: Deletes the selected sprite, bubble, or emitter.
  6. Reload Assets: Reloads all images from disk to pull in any changes made in an external editor.
  7. Add Keyframe: Adds an empty keyframe to the current time.
  8. Remove Keyframe: Removes the selected keyframe.
  9. Copy First Keyframe: Copies the first keyframe to the end of the animation.
  10. Transfer Looped Properties: Copies all properties that are currently looping into the keyframe at time 0. This is used to stop a looping animation.
  11. Normal Keyframe: Switches a keyframe into "normal" mode. Animated properties will interpolate between values set at keyframes.
  12. Split Keyframe: Switches a keyframe into "split" mode. Keyframes preceeding this and those following it will be animated using separate easing, interpolation, looping, etc.
  13. Begin Keyframe: Switches a keyframe into "begin" mode. No tweening will be performed between the previous keyframe and this one.

Easing

In technical terms, an easing function describes the value of an animated property as a function of its completion through the animation. In layman's terms, moving a car starts and stops gradually rather than instantly. Dropping an object onto the floor will bounce back up a few times before coming to a rest. Easing functions describe what behavior an animation should follow. This is not limited to movement; it could describe fading, scaling, or anything else that can be animated. Supported functions include:

Looping Animations

Animations marked as "Looped?" will repeat one or more times until either stopped by a "stop animation" directive, or when reaching a new scene. What happens when reaching the end of the animation can be controlled by setting the "Repeat" behavior. The default is to wrap.

Emitters

Emitters are invisible objects in a scene that spit out sprites or particles over time which are moved using physics rather than animations. Each emitted object has starting and ending values for scale, color, speed, etc. which can be randomized to create neat effects. Like sprites, emitters can be moved around and rotated using animations. Emitters are only active while selected or in playback mode.