Do you see what I mean ?Īnother very important feature for me is the ability to set the anchor point position (manually or automatically for center, borders and corners), including for several sprites at the same time. For instance, if I have a single project with many smart folders so that then can not fit on one single spritesheet, TexturePacker will dispatch sprites of the same animation on several different spritesheets while for performance reasons they should be preferably kept together on the same spritesheet, even if it means losing some space. One thing that always bugged me in TexturePacker is that there is no way to group sprites in the same project so that when it is multipacking, it preferably put these sprites together. creating several spritesheet in one project if one spritesheet is not enough for all imported images). I have a feature suggestion: I saw that you already started to support multipacking as TexturePack does (i.e. Much more important are time and inspiration.It is so nice to see that open source tools are developped for cocos2d which is an open source engine.ĭo you intend to keep it open source forever? The memory is only one (and the least important) reason to use tools like TexturePacker. Its a complexity to memory saved ratio that doesn't make sense to most indie developers. No, we are using the algorithms which deploy our sprites efficiency to multiple spritesheets. Most people aren't constructing huge sprite-sheets. If I don't I wouldn't be using a spritesheet creator, I'd lay my pics down. Likewise, you don't need to make placement that complex at all. It's an unusable alternative for an open-sourced project. But, why I, as a graphic designer, must share a Propellerheads Reason with a music designer?! Yes, and Reason is much more difficult to share. It's difficult to share with team members It's closed if you want to hack it with Python and PIL. You're basically arguing why use Photoshop when you have DirectX. They're not designed to achieve the same thing. Once the texture is packed, you would ideally also keep the meta-data about the image that you can feed into your engine so that it is aware of what sprites map to what parts of the image - writing a general solution for this is also impossible (since people all do this differently.) Ideally, like I said above, the metadata would be exported as XML, then it could be transformed with XSLT to a desired format. But you really need an automated script with lots of fidelity when you're dealing with a huge bulk of frames organized in a non-standard way (that is to say, there is no widely accepted standard way of organizing the frames of a rendered isometric image and so constructing a general solution for that is incredibly difficult.) Texture-packer etc are good for small sprite-sheets or sets of sprite-sheets. Using Texture-packer (or any command line utility) would make doing this incredibly tedious - they do not map in a compatible fashion to the directory structure I had to use, the naming conventions used etc. That's over several thousand frames that need to be compiled into individual sprite-sheets (on a per action basis.) Each frame was rendered into a separate png. Each character was rendered at 8 different angles for ~13 different actions. For example, my use case was transforming a bunch of rendered images (for an isometric game.) However IMO it still lacks the fidelity you get with Python and Wand. Feedback Friday Screenshot Saturday Soundtrack Sunday Marketing Monday WIP Wednesday Daily Discussion Quarterly Showcase Related communities 1 For questions, get in touch with mods, we're happy to help you. Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.
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