Spritesheet editor?

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  • Hi.

    I think (i guess, not even me) - we need feature to work in c2 with spritesheets/tilesets.

    At this moment i`m converting tilesets to images and it is making many image (it can be even more 1000), so it is trouble to work with tileset maps. May be Scirra can solve this problem?

  • C2 has had a feature to import spritesheets for many releases.

    In the animation frame dialog, right click and select "import sprite strip".

    From the how do I FAQ

    mport frames from a tiles sheet/sprites sheet : LINK

    The image and animations editor manual entry

    The import sprite strip dialog

  • yeah, i know. but is it possible to make each frame of animation without making each frame as separate image?

  • I'm not sure to understand what you're asking.

    Importing from a spritesheet allows you to select a single texture which is going to be sliced into animation frames.

    From there you can use the property "initial frame" to display a different frame (provided you set the animation speed to 0).

    Example capx

  • I'm not sure to understand what you're asking.

    Importing from a spritesheet allows you to select a single texture which is going to be sliced into animation frames.

    From there you can use the property "initial frame" to display a different frame (provided you set the animation speed to 0).

    Example capx

    Nice optical illusion! XD

  • Imagine if you have tileset with hundrets of tiles. C2 for each tile makes standalone image. It means that i have hundrets of files, ann don`t have only 1 image-tileset. I`m image full operation like that:

    1.i`m importing tileset in c2

    2.in tileset editor i`m make settings: tile width, height. It means that i`m still using 1 big image (instead of making images in Animation folder)

    3. After selecting tile i`m put it on layout

    And again, the main problem - is not to use many images as a tilesetm but using 1 image-tileset with tiles that in canvas looks how it need.

  • Construct 2 automatically assembles artwork in to spritesheets on export, mainly to reduce the download size.

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  • Though it's possible to spoof it, something that would be useful for static objects like tilesets, would be a sprite-like object without animation. So instead of an animation properties box, you had an image preview and buttons to scroll the usable tiles.

    <img src="http://www.johnnysix.net/games/tileset.png" border="0" />

    Something like this would be pretty awesome for workflow, as a quick preview and quick switching would be a lot quicker than changing frames.

  • Is what you are asking is how to work with one tilesheet for all of your animations? In XNA I would use a rectangle and read from one spritesheet for the animation of my characters. It would just shift that rectangle based on which animation frame it needs.

    I am not sure if construct has that capability or how you would go about that, but if you already have spritesheets you can import them in and construct does remarkably well with splitting them and handling them. And as Ashley pointed out they are exported back out in large spritesheets.

    You should still be able to accomplish what you are trying to do with the tools already implemented?

    Or are you asking if construct can do what rpg maker/game maker does with loading a tilesheet and basically using it as a level designer with a tile editor?

  • Nope, neither CC nor C2 have tileset support. It's something nearly every game engine neglects for reasons I'll never understand; tilesets have been used in thousands of games and are still used today. Without them, your level building options are very limited.

    Yes, you can "import tilesets" as sprite objects, use different frames as different tiles, then drag and drop them in the layout, but that is impractical on so many levels that I shouldn't have to explain why.

    You can build your own tile-based level editor too, but C2 is designed to make games, not tools, and that is a significant amount of work just to be able to use tiles; you're basically making a new layout editor in all it's entirety. Also, without full file i/o, simply managing your map data will give you a headache.

    I think the best bet is to use Tiled or maybe Ogmo Editor or some other 3rd party tile-based level editor, but I'm not sure how you'd read their output to load tiles, objects, map settings, and other data. I hope somebody looks into that soon..

  • Closest thing I have found might be the plugin by rex for TMX importing

    scirra.com/forum/plugin-tmx-importer_topic49949.html

  • I think the best bet is to use Tiled or maybe Ogmo Editor or some other 3rd party tile-based level editor, but I'm not sure how you'd read their output to load tiles, objects, map settings, and other data. I hope somebody looks into that soon..

    i have made Tiled tmx-converter to c2. You can read more about in my topic

  • I mentioned Tiled because you can export the map as an image, then import that into C2 and make the rest of the level. That's a pretty terrible method though.

    I don't think the tmx-converters are that useful because Tiled isn't that great..There's no good way to place objects, backgrounds, etc. nor edit their properties, just tiles..It's not that great with tiles either; you can't flip/mirror/rotate/shift them or the current selection. Ogmo Editor 2 or maybe DAME (haven't used it much) seem like much better options.

  • Ogmo Editor 2 or maybe DAME (haven't used it much) seem like much better options.

    Looking good, but exported xml-file (in my opinion) not correct for parsing maps for c2

  • Though it's possible to spoof it, something that would be useful for static objects like tilesets, would be a sprite-like object without animation. So instead of an animation properties box, you had an image preview and buttons to scroll the usable tiles.

    <img src="http://www.johnnysix.net/games/tileset.png" border="0" />

    Something like this would be pretty awesome for workflow, as a quick preview and quick switching would be a lot quicker than changing frames.

    You can just make an object with many frames and change the initial frame on the canvas, it update the image to the currently frame.

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