diddy + other frameworks spriteatlas file formats?

Monkey Forums/Monkey Programming/diddy + other frameworks spriteatlas file formats?

Skn3(Posted 2011) [#1]
Hey,

http://www.skn3.com/apps/objecty

Im developing an atlas/object/animation application and I am just writting some lua exporter scripts for exporting to certain file formats.

Does diddy have a spriteatlas / animation system yet? If so what format does it use for its save files?

Are there any other frameworks like playniax that have a speciffic atlas file format that you would like supported in my app?

Please let me know and I will add support for it.

http://www.skn3.com/about (contact details are here)

Here is a screenshot from my development work today:



Bladko(Posted 2011) [#2]
cool tool, what platform (.net maybe)?


Skn3(Posted 2011) [#3]
Thanks, it is written in blitzmax so cross-platform :D


Tibit(Posted 2011) [#4]
Looks nice!

I have been thinking about using a spriteatlas, but so far I'm rolling with separate images, tough I have heard many say it makes a bit difference to use a spriteatlas on smartphones. This is good timing for me :)

How would I go about implementing support for you editor in my framework? When do you expect release?


muddy_shoes(Posted 2011) [#5]
I use the texturepacker JSON-Array format.


Skn3(Posted 2011) [#6]
Hey,

Yeah you should definitely use an atlas in all platforms. The app currently called "Objecty" (might change) lets you keep your image files seperate on the disk. You then compile the atlas and it will combine said images into a image(s) with an acompanying data file. So if you edit your seperate image frames in photoshop or whatever, you can then just recompile without having to mess around!

Im hoping to release it fairly soon say 2-3 weeks! depends how smoothly things go :D

You don't have to do anything special to support the app, it is the other way round. I found none of the atlas packers that I could find let you add custom data or build a custom format (without writting a translator command line tool or something) so Objecty lets you export using a lua script. If you add a new lua script to the data folder then it will automatically be added to the app ready to export.

Here is a very simple example, I still need to finalise some bits of the export api, e.g. allow the lua to manipulate the image data as well.



I use the texturepacker JSON-Array format.


Brill, I will add this format then :D


Pudsy(Posted 2011) [#7]
Looks awesome!

One feature request, if you don't mind... may as well get in early ;)

Any idea yet if it will be able to automatically pack & split images over multiple atlas images
eg. if they don't all fit into one atlas of specified dimensions?

Thanks!

I'm currently using...
http://spritesheetpacker.codeplex.com

The file format is about as minimal & straightforward as you can imagine, but gets the job done nicely.

It's proving to be quite effective at packing images into a single atlas, but it can be a pain having to manually juggle images around between multiple atlas images to get the best fit.

Looking forward to the finished app :)


therevills(Posted 2011) [#8]
Does diddy have a spriteatlas / animation system yet? If so what format does it use for its save files?


Nah, not at the moment - Diddy current uses the normal LoadImage commands for Sprites.

We were looking into using Adam's Libgdx one:
http://www.monkeycoder.co.nz/Community/posts.php?topic=1216

But been busy doing other stuff ATM.


Raz(Posted 2011) [#9]
Hey that spritesheetpacker thing looks very handy :) Thanks


Skn3(Posted 2011) [#10]
Looks awesome!

One feature request, if you don't mind... may as well get in early ;)

Any idea yet if it will be able to automatically pack & split images over multiple atlas images
eg. if they don't all fit into one atlas of specified dimensions?

Thanks!

I'm currently using...
http://spritesheetpacker.codeplex.com

The file format is about as minimal & straightforward as you can imagine, but gets the job done nicely.

It's proving to be quite effective at packing images into a single atlas, but it can be a pain having to manually juggle images around between multiple atlas images to get the best fit.

Looking forward to the finished app :)


I was thinking how best to do this. Lets say you name your atlas "game-sprites.png" .. would it be acceptable to autoname further copies as "game-sprites2.png" .. "game-sprites3.png" .. ?

Nah, not at the moment - Diddy current uses the normal LoadImage commands for Sprites.

We were looking into using Adam's Libgdx one:
http://www.monkeycoder.co.nz/Community/posts.php?topic=1216

But been busy doing other stuff ATM.


Ok no problem. It will be a synch to add support when it does have an atlas format of its own. Oh and libgdx, another format for me to add, I guess I need to go through the texturepacker and support all of the formats they are supporting ;)


Pudsy(Posted 2011) [#11]
Yeah, something like that for auto-naming subsequent images sounds straightforward enough.

I guess you could allow the user to specify a number of digits to pad out the image index.
So if you request eg. index size = 2 digits, you would get a series of images like...

game-sprites_01.png
game-sprites_02.png
game-sprites_03.png
...
game-sprites_10.png
game-sprites_11.png

Not a big thing, but might be handy so that images are sorted correctly in any directory listings or similar.


Skn3(Posted 2011) [#12]
k k I will look into some options for this. IT has been added to my wunderlist (http://www.6wunderkinder.com/wunderlist/)


Pudsy(Posted 2011) [#13]
Wunderbar! :)


MikeHart(Posted 2011) [#14]
Same here, fantomEngine uses the normal LoadImage functionality. But it is good to know that you are open for it.


Playniax(Posted 2011) [#15]
Hi,

Nice looking application!

For now, the Playniax framework doesn't require any specific sprite format. Maybe in the future but thank you for your consideration and keep on the good work!

Bye


Skn3(Posted 2011) [#16]
Hey,

Thanks for the nice comments. It looks like I definitely need some kind of robust generic support for blitz loadimage :) I think even I wrap a standard loadimage as a "blitz/monkey" exporter that should do the trick, even if its a duplicate of the generic one...


Tibit(Posted 2011) [#17]
Skn3, I'm eager to test this out, how is it progressing? :)


Skn3(Posted 2011) [#18]
Whoops appologies for not responding! Things are going well I am ironing out lots of bugs at the moment and adding in some new features...



Manage hotspots on sprites :D

Its been a lot more work to do some of the building blocks for the app framework but its now at a point where things can be quite rapid to make. The hotspot editor (albeit not finished) took about 1 hour to get something working!... most of that time was spent faffing around drawing the little hotspot icon!

http://www.skn3.com/apps/objecty there is more info here, I'll post an update tomorrow too.


Skn3(Posted 2011) [#19]
As promised I have posted an update. I also moved the topic to a new topic that is more suitable:

http://monkeycoder.co.nz/Community/posts.php?topic=1822