SpritesheetGen (Spritesheet Generator)

270 views
Skip to first unread message

PSvils

unread,
Sep 28, 2012, 5:36:35 PM9/28/12
to haxe...@googlegroups.com
Hey all!

I was recommended by a friend to post a link to my project here, and it could be of some interest to you guys!
Not directly relating to Haxe, since it's a tool written with AIR, and currently only supports PNG Sequence or Starling spritesheet export options, but with time I myself plan to use it with NME, and add more spritesheet export options for Corona (since the Spritesheet haxelib works with that)

ANYWHO:
https://github.com/PDeveloper/SpritesheetGen

No downloads yet, but will get an AIR package up on there asap. Meanwhile, you should be able to download the source and compile with no problems from scratch!

Let me know of any bugs, feature requests, or just comments on how it flows! :)

P.

Confidant

unread,
Sep 30, 2012, 4:19:38 PM9/30/12
to haxe...@googlegroups.com
Thanks! I'm curious, how does this compare to Zoë from GSkinner.com?

Mihail Ivanchev

unread,
Sep 30, 2012, 4:55:30 PM9/30/12
to haxe...@googlegroups.com
It's more feature rich. It will support transparency compression, rotations, paging, linear/nearest distinction, padding, min/max sizes, multiple export formarts.

Don Quach

unread,
Oct 1, 2012, 2:46:48 AM10/1/12
to haxe...@googlegroups.com
Sounds like what you've described is Spriteloq.  (Disclaimer: I developed it.)  It's not free, but if you're looking to save time it's an option.  

Joshua Granick created a template for it to support his spritesheet library for NME.  http://www.joshuagranick.com/blog/2011/08/27/export-swf-animation-to-nme-using-sprite-sheets/

PSvils

unread,
Oct 1, 2012, 5:02:14 PM10/1/12
to haxe...@googlegroups.com
I'm going to support SpriteLoq format exporting, as well as Zoe :)
But so far I finished integrated LibGDX into it, so Java is going to be a requirement, but since most people don't have that, not a big issue I guess. And actually, I'm taking a lot of inspiration from SpriteLoq in terms of functionality and workflow! Though it is a bit different due to my use of LibGDX externally etc. etc.

I will push the updates as soon as I smooth out the process of generating a libGDX spritesheet, then add the converters to SpriteLoq/Starling/Zoe, and then it should be fully functional.

ex

unread,
Oct 3, 2012, 3:36:53 PM10/3/12
to haxe...@googlegroups.com
Hello
I'm trying to compile with FD, What are the requirements?
It needs a polygonal class reference that is not in the source tree.
Also PNGEnconder is not found so I suspect I need some version of AIR that I don't have.

Thanks!

PSvils

unread,
Oct 3, 2012, 5:11:04 PM10/3/12
to haxe...@googlegroups.com
Oh boi, forgot to mention the requirements! :)
The polygonal datastructure classes can be found here:
http://polygonal.github.com/ds/

The PNGEncoder class is part of the as3corelib library, which can be found here:
https://github.com/mikechambers/as3corelib
(I've been using a new version, though I don't expect much to have changed, but nonetheless I'll start working with the most recent version)

The polygonal dependency will no longer be needed as of the next update, since I have integrated LibGDX for spritesheet generation. Now a requirement is Java.

P.
Reply all
Reply to author
Forward
0 new messages