YanBG
Unwanted
- Joined
- Mar 10, 2016
- Messages
- 175
The engine is GameMaker and it has it's own language but your code scheme should work! I tried the free version of TexturePacker but that's without trimming and i didn't think about the file with coordinates(afaik there is another free program with trimming) until another dev asked me once how i'd use a trimmed spritesheet(there are such open source graphics).
Btw you draw your animations in 2d with GraphicsGale? I render from models in Blender and i use an automated script(python) that creates the spritesheets directly in Blender. After i added more actions/animations the full set of frames for each prop goes over the target's maximum image size(2048x2048 for PC and 1024x1024 for mobile). Currently i fixed that by having different spritesheets for each angle(it's good also in case i go for more than 8) but there might be another increase in future and with the small armor parts there is huge unused space.
Btw you draw your animations in 2d with GraphicsGale? I render from models in Blender and i use an automated script(python) that creates the spritesheets directly in Blender. After i added more actions/animations the full set of frames for each prop goes over the target's maximum image size(2048x2048 for PC and 1024x1024 for mobile). Currently i fixed that by having different spritesheets for each angle(it's good also in case i go for more than 8) but there might be another increase in future and with the small armor parts there is huge unused space.