First, select CollisionShape2D in the Scene window.
You should see a light blue rectangle, which defines the collision area for ground and enemy contact.
12. Adjust the collision shape to fit the character’s size.
By default, it lasts 1 second, but that’s too long for a walk cycle—let’s shorten it.
Set the length to 0.4 seconds using the timer icon at the top right.
5. In the Scene window, select Sprite2D.
In the Inspector, go to Animation > Frame.
6. Identify the first frame of the walking animation.
In the sample sprite, it’s in the second row (index starts at 0), so it begins at frame 5.
Enter 5 in the Frame field.
By default, ACTION GAME MAKER flips the animation horizontally based on movement direction.
For most side-view games, this is fine. But if you want different animations for:
Forward and backward steps
4-direction or 8-direction top-down games
…you’ll need to manually configure the animation set:
Setting
Description
Animation
Specifies which animation to play
Auto Y Flip
Toggles automatic horizontal flipping. Disable for manual control
Eight Direction
Defines which animation plays based on facing direction
Although Godot includes a dedicated node called AnimatedSprite2D, ACTION GAME MAKER does not support it.
All sprite animation should be done with AnimationPlayer.
This tutorial covered the basics, but Godot’s AnimationPlayer is extremely powerful.
By combining it with ACTION GAME MAKER’s tools, you can create rich, expressive characters.
Feel free to share your creations on social media or the official Guild!
Explore Other Courses:
2. Scripting Course
For those who are fine using default characters but want to build various mechanics and systems.
3. Expression Enhancement Course
For those who want to add cool, Godot-style visual effects.