Animation building in HSA can be kind of confusing at first, but you will find the .txt controls much more quick and usable compared to a GUI after some practice. The easiest way is to fiddle with the example animation, which is bundledwith the HsA; but for deeper understanding, here is a very short documentation on the software.
To make your own animation with HSA, you take several relatively simple steps
Download the HSA
Unzip it (anywhere)
Locate Cards folder
Inside cards, change text files and images.
Please note that IMAGES HAVE TO BE A SPECIFIED SIZE AND ONLY .PNGs ARE READ BY THE COMPILER.
Empty frames to make cardart.png and cardchar.png are located in HOWTO\Basic_Assets\. To edit them, an advanced image editor is recommended, such as Paint.net
You can change any image in Cards for your own, as long as it's the same size.
After providing new images, edit text files to change card name, effect and particle color.
Exit the Cards folder
Click LAUNCH.exe, play the animation
Right click to save. DO not rename the video, only video.webm will be properly saved (known bug)
Keywords are short words, like part_me which tell the compiler what to do with your assets. All keywords except light_true are only usable inside effect.txt. light_true is used in Cracks.txt to specify if cracks will glow or not. There are two types of keywords :
Main keywords are used independently and require nothing else. Secondary keywords require related Main Keyword to function. For example, d_me (inflicts damage on your hero) will only work if part_me or BE_roar_me is used.
* BE stands for buff effect. BE keywords add an animation onto the hero/minion that you tag after the BE_roar_XX (xx to be replaced with me, op or card - to put effect onto the minion)
Field - contains files to edit the field, such as hero HP and enemy minion stats (no more than one enemy minion is currently possible)
HOWTO - folder which does not work directly with LAUNCH, but provides assets and info for the user
cardconf.txt - contains manacost, text, card name etc. Do not remove "a" and "h" after health and attack stats. No keywords used. cracks.txt - line one is color of the cracks in RGB. (Use 018 instead of 18). light_true is the only keyword. If it is in the textfile, the middle of the cracks is white. If you delete it, cracks will have a solid color. effect.txt - where you put all the keywords you need (apart from light_true) particles.txt - line one contains 1st color of the particles, line two the second color. Edit rgb numbers to make different colored particles come out of part_me and aoe-f. No keywords used
cardconf.txt stores the most information and therefore implements a unique system. There are two things to remember
Mana, Attack and Health have letters after them. DO NOT remove them from the file, as it might cause malfunction. If you want your card to cost, for example, 10 mana, you type "10m" on the second line.
Lines should not be left empty. The last 3 lines of the file are card text lines. If you leave them empty, type "empN" instead (having N be the line number, ex. emp3 or emp1). Otherwise, lines will misplace themselves.
If you find any inconvenient bits, bugs or have any suggestions, please head to this forum post. Just don't be rude.
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