How to import SpriteSheets and their plist?
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@Hamed said in How to import SpriteSheets and their plist?:
When importing an image, it counts it as the @2x version. So if you're uploading a 256 x 256 image, its actually, creating the @1x version for you. So the 128x128 px is accurate.
Strictly speaking, this is ONLY accurate information if it lets me know it's creating a 1x version for me. Otherwise I feel like I've lost half my pixel information. And I love my pixels. Every single one of them.
They're my little digital minions.
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Can you email us the images that you're using so I can re-create this and see whats going on?
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@Murtaza I can't get this to work the way I want. Placement issues abound. And very time consuming.
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So here are the steps I took:
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Import one of the images. It will have a graphic label in the assets library.
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Press and hold the graphic. Tap on Add animation.
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Since each image is 256 x 256 px, this means you can only select 8 images (Max 2048 x 2048 px).
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create a name for your your animation and press save.
This creates a sprite sheet with your 8 images.
If you wanted all 40 of the images, aim for 51px per image
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@Hamed How is 256x256x8 getting you to 2048x2048?
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Its x :256 * 8, y: 256 * 8
The axis are independent.
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@Hamed So you fill the sprite sheet in a diagonal line?
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Oh i see the confusion. Its not actually multiplying 2048 and 2048. Your final image must be less than 2048 on the x direction and 2048 in the y direction.
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@Hamed So you're doing this?
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Hmmm. No, but I see what you mean. I should definitely be able to fill up a 2048 by 2048 area.
This is the final image its producing
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And I can only add 7 and not 8.
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Another bug to add to the list!
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@Hamed Cheers, if you can, aim for wrapping, like this:
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@Hamed In the most basic version, just force users (me) to use square images, in square values (64x64, 128x128, 256x256, 512x512 etc) as this is a pretty common limitation. Most designers and artists for games are used to this limitation.