How do sprite move animations work?

Last reviewed Mon Jul 27 2026 00:00:00 GMT+0000 (Coordinated Universal Time)

Short answer: A Sprite: Move event changes any mix of five things about one sprite - position, size, rotation, anchor, and layer order. Anything you leave blank keeps its current value. Position, size, and rotation can each animate over a duration with their own motion curve (eight to choose from) or snap instantly, and rotation pivots around the sprite's anchor. On the Stage you get a dashed start ghost and a solid end box, both draggable, plus a Play button that previews the motion in place.

What one Move can change

One Move edits up to five attributes of one sprite:

  • Position - where the sprite stands.
  • Size - how large it renders.
  • Rotation - its tilt or spin, in degrees.
  • Anchor - the reference point that position and rotation work from.
  • Layer order - which sprites draw in front of which.

Each attribute is independent, and each can be left at Current to keep its existing value. A size-only Move never nudges the position; a rotation-only Move never resizes. That means you can layer small adjustments without ever re-stating the parts you like.

Animate or snap

Position, size, and rotation are three parallel animation tracks. Each track either snaps (the change lands instantly) or animates over a duration you set, following one of eight motion curves: teleport (instant), linear, slide, accel, decel, overshoot, bounce, and elastic.

By default the animated tracks share one clock, but any track can carry its own curve and duration - a character can slide across the stage while shrinking on a slower, softer curve at the same time. A track can also name an explicit starting value (for example, animate from a small size up to full size) instead of easing from wherever the sprite currently is.

Tick Hold if the story should wait for the motion to finish before the next event plays; left unticked, the move runs while the story continues.

Rotation pivots around the anchor

Rotation spins the sprite around its anchor point. The default anchor is bottom-center - a character's feet - so a rotation leans the character over like they are tipping. Pick center to spin something in place, which suits objects and logos. There are nine anchor choices covering the sprite's corners, edges, and center. Degrees are a plain number: 720 is two full turns, and negative values spin the other way.

Previewing on the Stage

With a Move selected, the Stage shows the motion visually:

  • The solid end box marks where the motion finishes. Drag it to set the destination, pull its corners to resize, or use its rotate handle to set the final angle.
  • The dashed start ghost marks where the motion begins, once the move has an explicit start. It drags, resizes, and rotates the same way, so you can frame both ends of a slide by hand.
  • A small pivot dot sits at the anchor - the fixed point rotation turns around.
  • The floating motion panel lists each track with its curve and seconds, and its Play button dry-runs the whole motion in place - no need to replay the scene to check the feel.

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