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People do get something for their money but success is not one of those things. The collision is a simple box on a thin spaceship, total bogus claim. As for the engine itself, there was a screenshot where he witters on about collision already set on sprites and being able to tweak the parameters. Watch some of his videos if you can find them, most of his statements seem reasonable but are clearly false if one is involved in game development. That way you only need to specify the first image of an animation and the number of frames (instead of specifying the position of each single frame).This guy is a marketeer, the people that buy this stuff are those hoping to get rich quick with absolutely no clue about making games. Tell your artist, when he does animations, he has to put all frames of one animation in one row in the sprite sheet.
#GIDEROS ASSET MANAGER CODE#
In the end, export everything into a text file that contains all the names and the coordinates and write a small function that is able to read the image and the table together to produces all the quads.Ģ) Write a love-program that does the job: In this program you open the sprite sheet and let the user klick all the coordinates and from these information you generate a code like the above one.Įdit: Just saw, xXxMoNkEyMaNxXx basically suggested the same already.Įither way you can additionally shorten the amount of data you need. The the only way to make it less tedious, is to either shorten the syntax of this code, or auto-generate it.ġ) Every time your artist add a new image, let him put the coordinates of the corners and the reference point into a (excel or whaterever-) table. If you really have an unstructured sprite sheet, you have to tell your program where each single sprite is.
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If there's a better way, I'd love to know.įirst of all, all these numbers from the code above need to be contained in the code somewhere. Still, I think I'm missing what exactly you're asking :/ I haven't worked with this myself though, so I can't guarantee it will be helpful (though it's a very popular piece of software). Or maybe something like TexturePacker could streamline the process for you? You can apparently write custom export scripts for it ( ) which allows you to export for any framework or engine (a few Lua frameworks like Moai, Corona, and Gideros are supported out of the box, among several other non-Lua frameworks and engines). If each sprite sheet requires quads of various sizes, this is still doable as long as you can have grid lines which have a unique color. If it's the former: why not just have it generate all of the quads on start-up? This should be pretty easy if each sprite sheet has a fixed grid size. I don't think I understand what you're asking.are you wanting an easy way to generate quads? Or are you wanting some sort of project management software? Since we're rank amateurs and linux users, about the only thing I can think of is to track down a good gimp plugin. If we were professionals and used windows, we'd probably do what most XNA devs do and use a digital asset manager, which would keep track of all this for us and stamp out the required texture files and metadata files. Before we start moving heaven and earth to solve this, I'd like to know what others do to deal with this. That of course leaves a tedious task for him to deal with. I've found it way too tedious to generate all of the quads for a texture atlas from his sprite sheet image, and want to offload that responsibility to him. Inny wrote:My artist and I ran into this problem, now that we're trying some more complex things.
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