Sprite sheets

Discussion and feedback on Construct 2

Post » Thu Sep 17, 2015 12:41 pm

Is there any support to bring in an entire sprite sheet as opposed to individual images? The videos I have seen seem like it is always the latter. I want to do something like this (from Impact.js):
Code: Select all
// Create an AnimationSheet with the blob.png file.
// Each frame is 16x16 px
var animSheet = new ig.AnimationSheet( 'blob.png', 16, 16 );

// Create an animation using the AnimationSheet.
// Display each frame for 0.2 Seconds. The Sequence
// is [2,3,4] and the Animation stops at the last
// frame (last parameter is true)
var jumpAnim = new ig.Animation( animSheet, 0.2, [2,3,4], true );
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Post » Thu Sep 17, 2015 12:47 pm

You can already sprite sheets ; C2 tries to guess the sizes/rows/columns, but you can force the slicing to make it match your sheet
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Post » Thu Sep 17, 2015 12:59 pm

Thx for the response, that is good to hear, I was poking around the docs but it did not jump out at me - can you point me to how you do it? It is just through the add sprite utility but you add the entire sheet? How do you see where C2 guesses at the slices?
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Post » Thu Sep 17, 2015 1:59 pm

add sprite > sprite editor > animation window > right click > import frames > from sprite strip

I believe that's what you're after
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Post » Thu Sep 17, 2015 7:30 pm

Nope. Technically you can do this with 3rd party plugins that weren't meant for it but..eh.

I think C3 is switching to spritesheets over individual frames. More versatile and efficient.
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Post » Thu Sep 17, 2015 10:11 pm

I fail to understand the difference ?

Import a sprite sheet, slice as needed to separate all the frames, move/remove frames or adjust speed if required, and we have an animation good to go -

what am I missing that doesn't satisfy the initial request, i.e. importing a sheet to build animations
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Post » Thu Sep 17, 2015 10:55 pm

@refeuh Check out pyxel edit or SuperPowers game engine. They animate by "focusing" cels on a spritesheet/grid instead of slicing a sheet into individual images. This is far more efficient and lets you swap the source sheet on the fly for multiple characters or whatever, among other things.
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Post » Thu Sep 17, 2015 11:16 pm

Spritesheets over individual frames. More versatile and efficient. That is true but I really do like individual frame approach cause it's far more easier to set image points.
If you make you sprites correctly then you can import them all, set image point on first frame, hit "apply to all frames", crop frames and you are done. When you work with entire sprite sheet then it's not that easy and will require a bit more time to set it all up.

But my biggest issue with C2 and individual frames are actually collision polygons. If you want small object with hugh collision area then you will need to make and export 512x512 image with just 32x32 sprite in it :/ Yeah making separate sprite just to do collision checks for each object in the game is kind of idiotic xD

btw @Tokinsom Do you know some more about SuperPowers game engine? Wondering how they games perform on different devices. They are using NW.js for desktop and Intel XDK for mobiles as well :)
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Post » Thu Sep 17, 2015 11:36 pm

Shoebox is an app to make spritesheets easy, and split it in individual frames too. If you need to manipulate something before importing.

I was wondering along the C2 history if it anyday become compatible with Shoebox, but C2 seems to be more in the patterned side, while Shoebox is more versatile occupying blank areas and shuffling the pattern.
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Post » Fri Sep 18, 2015 1:09 am

This is all very helpful. I am not as well versed in C2 as all of you so maybe that is why I can't get this to work:
add sprite > sprite editor > animation window > right click > import frames > from sprite strip
I only see the animation window when the sprite editor is open. It starts with "default" and there is no place I can right click for the import. Is that only a paid feature?
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