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Collection of grammar and syntax changes
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16 changes: 8 additions & 8 deletions basics.md
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# Basics

Here you can learn the basics principles behind Aseprite.
Here you can learn the basic principles behind Aseprite.

In Aseprite, a [sprite](sprite.md) consists of a sequence of frames
and a stack of layers. The intersection of frames and layers creates
Expand All @@ -22,12 +22,12 @@ timeline, from left to right.
Each frame's image is produced from a stack of one or more
[layers](layers.md), represented in order from bottom to top on the
timeline. Layers at the bottom of the timeline are drawn first, and every
subsequent layer is added over top of it. Layers assist you by divide
subsequent layer is added over top of it. Layers assist you by dividing
a single complex image into separate graphic component parts.

Each frame-layer intersection is called a [cel](cel.md). The contents
of any specific cel may be moved, edited, and deleted without
effecting the contents of other cels, which make them ideal for
affecting the contents of other cels, which make them ideal for
isolating and editing specific elements of a graphic while preserving
parts that do not change.

Expand All @@ -47,21 +47,21 @@ The basic [workflow](workflow.md) is:
files (one file per frame), or as a single `.png` file with all
frames arranged in a single row or column, or as a 2-D [sprite sheet](sprite-sheet.md).

See the [workspace](workspace.md) to know more about the elements
in the window. See [workflow](workflow.md) section for more details.
See the [workspace](workspace.md) to learn more about the elements of the
window. See the [workflow](workflow.md) section for more details.

## A hand on the keyboard

You should put your left hand on the keyboard *(or your right hand if
you are left-handed)*. As there are some handy keyboard shortcuts, you
can use them from the very beginning to make a better use of Aseprite:
can use them from the very beginning to make better use of Aseprite:

* Keys <kbd>1</kbd>, <kbd>2</kbd>, <kbd>3</kbd>, <kbd>4</kbd>,
<kbd>5</kbd>, and <kbd>6</kbd> can be used to change the
[zoom](zoom.md) (you can use the Mouse Wheel to change zoom too).
* <kbd>B</kbd> key is the Pencil tool, and <kbd>M</kbd> the rectangular marquee, maybe the
most common tools that you will use.
* <kbd>Alt+click</kbd> allows you to pick colours from the active image
* <kbd>Alt+click</kbd> allows you to pick colors from the active image
using the Eyedropper tool ![Eyedropper Tool Icon](tools/eyedropper-tool.png):
<kbd>Alt+Left click</kbd> samples the Foreground Color,
<kbd>Alt+Right click</kbd> samples the Background Color.
Expand All @@ -73,7 +73,7 @@ can use them from the very beginning to make a better use of Aseprite:
the fastest way to reveal it!

* Holding <kbd>Spacebar</kbd> as you <kbd>Left click+Drag</kbd> will
pan your view of the sprite you are currently editing. Useful when
pan your view of the sprite you are currently editing. This is useful when
you're working on large graphics or are zoomed-in.

## Alternative functions for right-click
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2 changes: 1 addition & 1 deletion canvas.md
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Expand Up @@ -16,7 +16,7 @@ You can change the canvas size using the current selection bounds:

## Trim

You can remove transparent borders from canvas automatically
You can remove transparent borders automatically from the canvas
using the *Sprite > Trim* menu.

![Trim Preview](canvas/trim.gif)
8 changes: 4 additions & 4 deletions layers.md
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# Layers

One sprite can be separated in several layers. You can see them
One sprite can be subdivided into several layers. You can see them
in the [timeline](timeline.md):

![Layer in timeline](layers/layer-in-timeline.png)
Expand All @@ -10,7 +10,7 @@ Each layer has several options:
![Layer icons](layers/layer-options.png)

*Layer Name*: Text to identify this layer. You can change the layer
name double-clicking the layer, or from *Layer > Properties* menu (<kbd>Shift+P</kbd> key).
name by double-clicking the layer, or from the *Layer > Properties* menu (<kbd>Shift+P</kbd> key).

*Cels*: A set of [cels](cel.md), frames that contain something
visible for this specific layer in the specific frame.
Expand Down Expand Up @@ -50,7 +50,7 @@ When you select a portion of the background layer and clear it (using
## Transparent Layers

All layers with an alpha channel are called transparent layers.
You can have several of these kind of layers in the same sprite.
You can have several of these in the same sprite.
You can stack them as you want using the [timeline](timeline.md).
And you can displace these layers using the [Move tool](move-tool.md) ![Move tool icon](tools/move-tool.png)).

Expand Down Expand Up @@ -82,7 +82,7 @@ If you want to convert the background to a transparent layer
## Layer Group

You can [group layers](layer-group.md) to handle a set of layers as
one unity.
one unit.

## Tilemap Layer

Expand Down
4 changes: 2 additions & 2 deletions overview.md
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Expand Up @@ -7,7 +7,7 @@ and [16-bit](https://en.wikipedia.org/wiki/Fourth_generation_of_video_game_conso

Here you will find some help, tutorials, and little tips to use
Aseprite and start getting the best from it from the very
beginning. If you have some question you can start looking at the
beginning. If you have some questions you can start looking at the
[Frequently Asked Questions](/faq/).

To get started, you can print the [Quick Reference](/quickref/). It
Expand All @@ -22,7 +22,7 @@ at your side.

**[Image & Sprite](sprite.md)**:

* [Create a new Sprite](new-sprite.md) or [Open an existent one](open.md)
* [Create a new Sprite](new-sprite.md) or [Open an existing one](open.md)
* [Resize Sprite](sprite-size.md)
* [Color Mode](color-mode.md) & [Color Profile](color-profile.md)
* [Save Your Work](save.md)
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13 changes: 6 additions & 7 deletions sprite.md
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Expand Up @@ -3,26 +3,25 @@
In Aseprite a document/file/sprite has the following properties:

1. It has a [size](sprite-size.md) in pixels (width and height).
1. It has a [color mode](color-mode.md), which tell you how many
1. It has a [color mode](color-mode.md), which tells you how many
colors the image can handle. All images in the sprite are in one
specific mode, you cannot mix RGB images with Indexed images in the
same sprite.
1. A [color profile](color-profile.md) which tells
in what color space RGB values are.
1. A [color profile](color-profile.md) which indicates what color space the RGB values are in.
1. It contains a set of layers. You can see them in
the [Timeline](timeline.md). The most important concept here is
that there are two kind of layers:
that there are two kinds of layers:
the [background layer](layers.md#background-Layer) for opaque sprites, and
[transparent layers](layers.md#transparent-Layers).
A sprite can contain only one background layer, but several
transparent layers.
1. It contains animation frames. Each frame has a duration, i.e. how many milliseconds
the frame must be on screen when the animation is being played.
1. Each layer/frame intersection is called [cel](cel.md),
1. Each layer/frame intersection is called a [cel](cel.md),
and contains the image where you finally can [paint](drawing.md).

The [timeline](timeline.md) show you the whole structure of the
sprite like a grid. Rows are layers and columns are frames, each
The [timeline](timeline.md) shows you the whole structure of the
sprite as a grid. Rows are layers and columns are frames, each
little cell of the matrix is a [cel](cel.md):

<img src="/docs/sprite/sprite-components.png" alt="Cels Matrix" class="xN" />
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14 changes: 8 additions & 6 deletions workspace.md
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# Workspace

You should be familiar with the names of the window elements:
You should become familiar with these window elements:

<img src="/docs/workspace/screen.png" alt="Workspace Screenshot" class="xN" />

Expand All @@ -9,16 +9,18 @@ The most important elements are the
[timeline](timeline.md), the [color bar](color-bar.md),
and the [preview window](preview-window.md).
Other familiar elements are the [menu bar](menu-bar.md) and
the [tool bar](tool-bar.md).
the [tool bar](tool-bar.md). The [status bar](status-bar.md) also gives you valuable
information about the current sprite.

The timeline is not visible by default, you can make it visible from
*View > Timeline* menu option or pressing <kbd>Tab</kbd> key. (Also it popups
The timeline is not visible by default, you can make it visible with the
*View > Timeline* menu option or <kbd>Tab</kbd> key. (It also pops up
automatically when you add a new frame or a new layer.)

## Drag and drop tabs

You can drag-and-drop tabs to a side or duplicate them
using <kbd>Ctrl</kbd> or <kbd>Alt</kbd> keys:
You can drag-and-drop tabs to any side of the sprite editor window or
duplicate them using the <kbd>Ctrl</kbd> or <kbd>Alt</kbd> keys along
with the <kbd>Left Mouse Button</kbd>:

<p><a href="http://imgur.com/WiXPPgg"><img class="img-responsive" width="330" height="291" src="http://i.imgur.com/WiXPPgg.gif" title="source: imgur.com" /></a></p>

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