From 1cf711f67bc7123deb9026eda432aae4423bd772 Mon Sep 17 00:00:00 2001 From: Brickviking Date: Thu, 21 Jul 2022 01:18:15 +1200 Subject: [PATCH] Collection of grammar and syntax changes --- basics.md | 16 ++++++++-------- canvas.md | 2 +- layers.md | 8 ++++---- overview.md | 4 ++-- sprite.md | 13 ++++++------- workspace.md | 14 ++++++++------ 6 files changed, 29 insertions(+), 28 deletions(-) diff --git a/basics.md b/basics.md index 150c55a..a9d87c8 100644 --- a/basics.md +++ b/basics.md @@ -1,6 +1,6 @@ # 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 @@ -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. @@ -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 1, 2, 3, 4, 5, and 6 can be used to change the [zoom](zoom.md) (you can use the Mouse Wheel to change zoom too). * B key is the Pencil tool, and M the rectangular marquee, maybe the most common tools that you will use. -* Alt+click allows you to pick colours from the active image +* Alt+click allows you to pick colors from the active image using the Eyedropper tool ![Eyedropper Tool Icon](tools/eyedropper-tool.png): Alt+Left click samples the Foreground Color, Alt+Right click samples the Background Color. @@ -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 Spacebar as you Left click+Drag 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 diff --git a/canvas.md b/canvas.md index 7b1d54a..2a366ac 100644 --- a/canvas.md +++ b/canvas.md @@ -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) diff --git a/layers.md b/layers.md index b89cec9..470c2a7 100644 --- a/layers.md +++ b/layers.md @@ -1,6 +1,6 @@ # 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) @@ -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 (Shift+P key). +name by double-clicking the layer, or from the *Layer > Properties* menu (Shift+P key). *Cels*: A set of [cels](cel.md), frames that contain something visible for this specific layer in the specific frame. @@ -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)). @@ -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 diff --git a/overview.md b/overview.md index b3187ac..65c6337 100644 --- a/overview.md +++ b/overview.md @@ -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 @@ -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) diff --git a/sprite.md b/sprite.md index 04a6d75..46cc2bd 100644 --- a/sprite.md +++ b/sprite.md @@ -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): Cels Matrix diff --git a/workspace.md b/workspace.md index e800f7f..183c98e 100644 --- a/workspace.md +++ b/workspace.md @@ -1,6 +1,6 @@ # Workspace -You should be familiar with the names of the window elements: +You should become familiar with these window elements: Workspace Screenshot @@ -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 Tab key. (Also it popups +The timeline is not visible by default, you can make it visible with the +*View > Timeline* menu option or Tab 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 Ctrl or Alt keys: +You can drag-and-drop tabs to any side of the sprite editor window or +duplicate them using the Ctrl or Alt keys along +with the Left Mouse Button: