1/31/2024 0 Comments Unpack texturepacker xmlNow add your spritesheet png and xml files to the project, right click them and set their build action to content.įirst we are going to create our gameloop in AppMain.cs. We need to add a couple of references right away, add a reference to GameEngine2D, System.Xml and. Now create a new solution in PlayStation Studio, I called mine SpriteSheet. This tutorial assumes you have already gone through my earlier tutorials, at the very least the two Hello World tutorials. This XML file contains the details about how our original sprites are arranged within the sprite sheet and will prove useful in a moment.Īlright, now that we have our spritesheet and our sprite map XML file, lets fire up PSSuite and get down to some coding. name of the sprite x => sprite x pos in texture y => sprite y pos in texture w => sprite width (may be trimmed) h => sprite height (may be trimmed) oX => sprite's x-corner offset (only available if trimmed) oY => sprite's y-corner offset (only available if trimmed) oW => sprite's original width (only available if trimmed) oH => sprite's original height (only available if trimmed) r => 'y' only set if sprite is rotated -> It also generated an XML file with all of the sprite details. You can download the generated image file here. The end result is a PNG file and an XML document. Now that you are ready, hit the publish button. You of course can use whatever settings you want, but if you want exactly the same results as me, use the above. Otherwise, these are the settings I used: This will automatically set the texture file to c:tempwalk.png. Next, under Data File, pick a directory and filename to save your sprite sheet, I choose c:tempwalk.xml. First drop down DataFormat and change it to “Generic XML”. In the Texture Settings panel we want to fill in a couple options. As this point though, we don’t really care all that much about efficiency, so we are going to make a few small changes. Here is the results of me dropping my walkCycle folder on the sprites panel:Īs you can see, it added all of the sprites under a folder named WalkCycle and automatically layed out our sprite sheet as efficiently as possible. Dropping a folder will automatically add those sprites in a folder by that name keeping things a bit more organized. Add all of the sprites you just created in Daz3D ( or the folder you downloaded and unzipped ) using either method. You can either drag and drop the folder ( using Windows Explorer ) containing your sprites to the sprite panel on the right or hit the Add Sprites button and select the sprites individually. The first thing you want to do is add your sprites to the sprite palette. Download and fire up TexturePacker and you will be greeted with this interface: This time I am going to use the free version of the tool TexturePacker to generate my sheet. I generated 19 frames of walking animation in each direction. You can download a zipped copy of the sprites I rendered right here. The end result of my Daz tutorial is a directory full of 128×96 images like these: In this example, I am going to use a different program than the GIMP for assembling the spritesheet. Or of course you can just use my sheet which will be available later. Of course you can create your spritesheet however you want, or can simply download a freely available spritesheet such as those available at. Fortunately Daz Studio is still available for free if you want to follow along. Instead of showing you how to generate a spritesheet, I am going to recycle a previous post I made on creating a spritesheet using Daz3D. Note, the problem only occurs on an actual device. Hopefully in time Sony fixes this and you no longer need to apply the bug fix. You generally group your sprites together on a single sheet as it is much more efficient for loading and generally performs better than loading one texture per sprite.ĮDIT(): If you are working with an actual Vita device and using the beta SDK, there is a bug on the Vita XML that prevents this from working. For those of you unfamiliar with the term, a spritesheet is a single image with multiple sprites. H5-texture-unpacker is distributed under the MIT license.As the title suggests, this thread is going to be about using sprite sheets with PS Studio. Feel free to use it for enhancing your own awesome games! We just needed to unpack some awesome texture for our awesome HTML5 games. We at Azerion just love playing and creating awesome games. We'd love to include more format as we go, but for now will only add the ones we need, if there's anything you'd like to add or suggest feel free to add a ticker or create a Pull Request Credits parse/process trimmed/rotation from jsonį.A.Q.jsonFile, -j The input JSON configuration
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