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  Best method for creating sprite sheets?  (Read 1737 times)
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Offline wreed12345

JGO Knight


Medals: 24
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http://linebylinecoding.blogspot.com/


« Posted 2012-12-30 23:32:13 »

Im not too sure where to put this so ill put it here Smiley
But anyway what have you guys found the best method to make sprite sheets? Would you design each frame of the animation in photoshop? Or would you export a blender animation as some png files? Or other methods?

Offline Phibedy

Senior Member


Medals: 8



« Reply #1 - Posted 2012-12-30 23:52:11 »

If all of your other sprites are drawn I wouldn't use blender, 3D-Model-screens + drawn scenery look weird most of the time. But that's a matter of opinion/the game.
I used "paintings" because my tiles were also painted.
best regards
Offline namrog84

JGO Ninja


Medals: 46
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Keep programming!


« Reply #2 - Posted 2012-12-31 06:19:07 »

Using paint.net or photoshop usually
just copy/paste some preexisting tile and modify it until its my own. Or use many references to start the sheet.
I've never done much with animation stuff though. I just usually make heavy derivatives of other stuff or find freely available stuff and modify that

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Offline ReBirth
« Reply #3 - Posted 2012-12-31 06:28:28 »

If you want a simple and straight forward one, google Pickle (air). But it seems to support retro style only.

Offline matheus23

JGO Kernel


Medals: 106
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« Reply #4 - Posted 2012-12-31 17:57:53 »

just copy/paste some preexisting tile and modify it until its my own.
Cheesy Cheesy
Lol Smiley

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Offline Rorkien
« Reply #5 - Posted 2012-12-31 18:08:11 »


I used to do that. I call it Patchwork Art.

But i think i've gotten better to a point where i can create my own art  Tongue
Offline ReBirth
« Reply #6 - Posted 2012-12-31 23:41:08 »

just copy/paste some preexisting tile and modify it until its my own.
Make sense, original doesnt mean to been come from scratch.

Offline wreed12345

JGO Knight


Medals: 24
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http://linebylinecoding.blogspot.com/


« Reply #7 - Posted 2013-01-01 02:50:07 »

Do you guys often find you self making "Patchwork Art" rather then making your own graphics?

Offline ReBirth
« Reply #8 - Posted 2013-01-01 11:05:47 »

I always try to make my own. It's not that hard when you pick retro style. Just prepare the grids and paint bucketing around Grin but ya sometime we just are lazy or run out of time like in LD compo.

Offline davedes
« Reply #9 - Posted 2013-01-01 16:10:00 »

Essential tool:
https://code.google.com/p/libgdx-texturepacker-gui/

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Offline wreed12345

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« Reply #10 - Posted 2013-01-01 16:13:50 »

Does that tool just turn images into sprite sheets or texture atlases?

Offline LunaticEdit

Senior Member


Medals: 8
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« Reply #11 - Posted 2013-01-01 16:14:38 »

If you have a mac, Pixen is invaluable for pixel art and tilesheets. And it's free.


Offline Nate

JGO Kernel


Medals: 145
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Exp: 14 years


Esoteric Software


« Reply #12 - Posted 2013-01-01 19:44:00 »

Maybe the GUI is good for noobs, but I never thought a GUI made sense for a texture packer. IMO people should use it from the command line or from a Java class main method. Configuration is (optionally) done via JSON files in each directory.
http://code.google.com/p/libgdx/wiki/TexturePacker

wreed12345, yes it just packs individual images into larger images.

Offline wreed12345

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« Reply #13 - Posted 2013-01-01 20:50:39 »

@nate
Speaking of sprite sheets...when do you think you will release spine? It looks AWESOME!! And do you have a twitter to follow the progress of it?

Offline Nate

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Medals: 145
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Exp: 14 years


Esoteric Software


« Reply #14 - Posted 2013-01-01 21:09:09 »

Thanks! Cheesy Soon, hopefully within a week or so. Twitter is here. There will be a proper site with a blog too.

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