Not sure about this latest version of the Gideros Texture packer, but i found if you saved a png with many textures, you couldnt open it and move to the right to see all of them, ie, a scroll bar would be handy.
@speeder_kidoteca. I use movie clips a lot. All animations are finished and tested in After Effects then exported in 32bit AVI files with alpha channel. After it just loaded in GraphicsGale and saved as PNG sheets. You just need to pick how many rows and columns you want. Very simple.
@speeder_kidoteca tbh i still can't get the reason to pack my bitmaps in sheets if they are not animations. I keep all graphics as separate files very easy to change if needed and very simple to load from the code. No idea about some serious advantage of single sheet of small images vs single file per image.
@hgvyas123 Thanks for the link to the explanations - very good!
I take it that if I want to use @x2 images I'd make two different sprite sheets (one at @x1 size and another at @x2) for Gideros to pick the relevant one, just as I would for individual graphics files? And that they would both use the @x1 text file?
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For animations I've been using Tnt Animator Studio. There might be other ways to say it + add a few suggestions to improve it.
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Oh no, that's nothing. My pleasure.
http://artleeapps.com/
Bubble Adventure - Colors
I thought it was only good for drawing pixel art or converting files...
http://www.codeandweb.com/what-is-a-sprite-sheet
I take it that if I want to use @x2 images I'd make two different sprite sheets (one at @x1 size and another at @x2) for Gideros to pick the relevant one, just as I would for individual graphics files? And that they would both use the @x1 text file?
Yes
Or at least I think so, I put only x1 text file, and x1 and x2 for images.
afaik you need @1x and @2x txt file also if you use Gideros Texturepacker it will create both files for you
I wrote a blog post talking about that: http://coderofworlds.com/screen-and-asset-image-scaling-for-games/
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