I’ve tried shoebox but it doesn’t seem to work with phaser animati. It is one of the most common image format used today mar 15, 2018 sunlitgreen photo manager 2.6.0 build 996. Texturepacker is a tool for sprite sheet. A fast, free and fun open source framework for canvas and webgl powered browser games punjab university llb part-i ii.
Download Now TexturePacker Pro Great sprite-sheet creation editor. Its command line version is also great for batch processing and integration with Xcode. Texture Packer is hands down the best sprite sheet generation tool on the market. It has more features than any of the competition and is ready for production-level games – highly recommended!
Integrating the excellent TexturePacker into my build pipeline has saved me countless hours! Not sure how I lived without it. Support multiple screen resolutions with one click Automatically downscale sprites for all devices. Create high-resolution images only. TexturePackr scales images. Publish for all devices with a single click Prescaled images. reduce runtime memory consumption.
increase the frame rate Be smart – Let TexturePacker collect the sprites. TexturePackr allows you to add complete asset folders. Automatically add all images: Drag and drop your complete asset folder into the Sprites Panel. Organize your sprites: Sort your sprites in folders, TexturePacker inherits your folder structure. Group animations and associated sprites: Flash animations appear as folders.
Preserve the folder structure as part of the sprite names: TexturePacker uses sub-folder names as part of the final sprite name. Also, TexturePackr tracks changes in your asset folder and, if necessary, automatically re-builds the sprite sheets.
TexturePacker can directly import the following file formats:. PSD – Photoshop image. SWF – Flash animations – including frame labels. PNG – Portable network graphics.
TGA – Targa Image File. JPEG – Joint Photographic Experts Group. TIFF – Tagged image file format. BMP – Bitmap Works With Any Game Engine TexturePackr supports many game engines right out of the box:.
Unity. Cocos2D-X. Cocos2D.
SpriteKit. Starling. Sparrow. LibGDX. Moai.
V-Play. Corona(TM) SDK. Phaser. MelonJS. Monogame Try: Download File:.
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Socialize: Join our Watch Weekly threads: Related communities 1 2. Awhile ago I was looking for some tools to work with and compile sprite-sheets for my game. The problem was finding a tool that had lots of fidelity, was free and something I could easily expect team members to use and have access to. Anyways, I considered purchasing TexturePacker etc.
It's great because it will export the bounds of the images, trim excess alpha etc. Eventually though I found a pretty great alternative and I thought I mid as well share it to fellow game developers. Python is a very simple programming language and you really only need to write one-off scripts to get your sprite-sheets configured the way you want. Wand is an API to MagickWand that allows you to manipulate images. Here are a few examples: Python has several APIs for exporting the data (you could just use some XML, and then transform that with XSLT.).
That's awesome. However IMO it still lacks the fidelity you get with Python and Wand. For example, my use case was transforming a bunch of rendered images (for an isometric game.) There were about 10 character. Each character was rendered at 8 different angles for 13 different actions.
Each action had 7-15 frames. Each frame was rendered into a separate png. That's over several thousand frames that need to be compiled into individual sprite-sheets (on a per action basis.) 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. Texture-packer etc are good for small sprite-sheets or sets of sprite-sheets.
I'm not sure how much memory you can save by shaving pixels of using smart placement. What kind of order are you referring to? There's stupid placement, which is not considering placement at all and results in large files.
Simple placing (frame after frame, trim alpha off each frame.) And then smart placement which can be incredibly difficult, rotating frames to fit them between other frames with various complex algorithms which doesn't shave much more off the file size. A lot of smart placement can be useless (depending on the artifacts) for games. You cant afford to have anything but simple aabbs define the frame on the source texture. Cocos2d is a realtime rendering api. PIL and wand are a completely different api set. They're not designed to achieve the same thing. You're basically arguing why use Photoshop when you have DirectX.
Yeah, the cover some common ground. It isn't just $25.00. It's closed source, it's difficult to share with team members - it's an unusable alternative for an open-sourced project.
Likewise, you don't need to make placement that complex at all. Most people aren't constructing huge sprite-sheets.
Its a complexity to memory saved ratio that doesn't make sense to most indie developers. They're not designed to achieve the same thing. You're basically arguing why use Photoshop when you have DirectX.
Yeah, the cover some common ground.?! It isn't just $25.00. It's closed source, It's closed if you want to hack it with Python and PIL. It's difficult to share with team members Yes, and Reason is much more difficult to share. But, why I, as a graphic designer, must share a Propellerheads Reason with a music designer?! It's an unusable alternative for an open-sourced project. You miss to understand this.
Likewise, you don't need to make placement that complex at all. If I don't I wouldn't be using a spritesheet creator, I'd lay my pics down. Most people aren't constructing huge sprite-sheets. No, we are using the algorithms which deploy our sprites efficiency to multiple spritesheets. Its a complexity to memory saved ratio that doesn't make sense to most indie developers. The memory is only one (and the least important) reason to use tools like TexturePacker. Much more important are time and inspiration.