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  3. How to import SpriteSheets and their plist?

How to import SpriteSheets and their plist?

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  • D Offline
    D Offline
    Deeeds
    wrote on last edited by
    #1

    The "Link to DropBox" buttons don't seem to be in the app.

    Files can't do it.

    Dropbox direct import can't do it.

    1 Reply Last reply
    0
    • MurtazaM Offline
      MurtazaM Offline
      Murtaza
      Admin
      wrote on last edited by
      #2

      Some droobox support was recently dropped due to a bug in the dropbox API. We're hoping to add it back soon.

      Unfortunately until then there is no way to add a custom sprite sheet.

      D 2 Replies Last reply
      0
      • MurtazaM Murtaza

        Some droobox support was recently dropped due to a bug in the dropbox API. We're hoping to add it back soon.

        Unfortunately until then there is no way to add a custom sprite sheet.

        D Offline
        D Offline
        Deeeds
        wrote on last edited by
        #3

        @Murtaza

        Known.Issues...list: PLEASE!!!

        1 Reply Last reply
        0
        • MurtazaM Murtaza

          Some droobox support was recently dropped due to a bug in the dropbox API. We're hoping to add it back soon.

          Unfortunately until then there is no way to add a custom sprite sheet.

          D Offline
          D Offline
          Deeeds
          wrote on last edited by
          #4

          @Murtaza How about a BMFont, how do I get that in?

          1 Reply Last reply
          0
          • MurtazaM Offline
            MurtazaM Offline
            Murtaza
            Admin
            wrote on last edited by
            #5

            Working on updating our roadmap with known bugs and issues.
            BM Fonts have the same issue.

            However, I just thought of a work around.
            You can send your self the .tap project, extract it on a computer (it's just a zip).

            Then add your assets manually. However, make sure you have both retina and non retina version and they have the correct naming scheme (check out the other assets).
            There is also a hidden meta data file that tells hyperPad what the asset is.

            If you download an art pack from the asset library you should be able to figure out the structure.

            I know this suck. Hopefully the dropbox integration will be back in the next update.

            D 4 Replies Last reply
            0
            • MurtazaM Murtaza

              Working on updating our roadmap with known bugs and issues.
              BM Fonts have the same issue.

              However, I just thought of a work around.
              You can send your self the .tap project, extract it on a computer (it's just a zip).

              Then add your assets manually. However, make sure you have both retina and non retina version and they have the correct naming scheme (check out the other assets).
              There is also a hidden meta data file that tells hyperPad what the asset is.

              If you download an art pack from the asset library you should be able to figure out the structure.

              I know this suck. Hopefully the dropbox integration will be back in the next update.

              D Offline
              D Offline
              Deeeds
              wrote on last edited by
              #6

              @Murtaza

              Related question:

              How do I build an animation manually, from a series of .png files?

              I've managed to import a folder of them, and now baffled about how to "make" a frame sequence from them.

              1 Reply Last reply
              0
              • MurtazaM Murtaza

                Working on updating our roadmap with known bugs and issues.
                BM Fonts have the same issue.

                However, I just thought of a work around.
                You can send your self the .tap project, extract it on a computer (it's just a zip).

                Then add your assets manually. However, make sure you have both retina and non retina version and they have the correct naming scheme (check out the other assets).
                There is also a hidden meta data file that tells hyperPad what the asset is.

                If you download an art pack from the asset library you should be able to figure out the structure.

                I know this suck. Hopefully the dropbox integration will be back in the next update.

                D Offline
                D Offline
                Deeeds
                wrote on last edited by Deeeds
                #7

                @Murtaza More fun... my sprite sheet is deliberately less than a 2048x2048 sheet. In other words, it's 40 images of 256x256.

                As individual images, so I can import them.

                I've figured out how I'm supposed to import them, and got as far as selecting them, but then got a warning and failure because this will create, as far as hyperPad is concerned, a sprite sheet larger than 2048 x 2048.

                Which it simply won't. They're sequentially numbered, out of After Effects, "File_Name_00XX.png"

                D 1 Reply Last reply
                0
                • D Deeeds

                  @Murtaza More fun... my sprite sheet is deliberately less than a 2048x2048 sheet. In other words, it's 40 images of 256x256.

                  As individual images, so I can import them.

                  I've figured out how I'm supposed to import them, and got as far as selecting them, but then got a warning and failure because this will create, as far as hyperPad is concerned, a sprite sheet larger than 2048 x 2048.

                  Which it simply won't. They're sequentially numbered, out of After Effects, "File_Name_00XX.png"

                  D Offline
                  D Offline
                  Deeeds
                  wrote on last edited by
                  #8

                  @Murtaza I've just tried importing only 8 of them, which can't go past 2048 even in a straight line (one row), and it's failed with the same warning.

                  1 Reply Last reply
                  0
                  • MurtazaM Murtaza

                    Working on updating our roadmap with known bugs and issues.
                    BM Fonts have the same issue.

                    However, I just thought of a work around.
                    You can send your self the .tap project, extract it on a computer (it's just a zip).

                    Then add your assets manually. However, make sure you have both retina and non retina version and they have the correct naming scheme (check out the other assets).
                    There is also a hidden meta data file that tells hyperPad what the asset is.

                    If you download an art pack from the asset library you should be able to figure out the structure.

                    I know this suck. Hopefully the dropbox integration will be back in the next update.

                    D Offline
                    D Offline
                    Deeeds
                    wrote on last edited by
                    #9

                    @Murtaza In the Frame and Animation Previews, the size is reported wrongly as 128 x 128 px

                    This should be points, not px, as it's translating to 4.00 x 4.00 metres.

                    1 Reply Last reply
                    0
                    • HamedH Offline
                      HamedH Offline
                      Hamed
                      Admin
                      wrote on last edited by
                      #10

                      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.

                      Its maximum 2048 on each side. So if you have 2050px by 10px for example, it will error out.

                      D 2 Replies Last reply
                      0
                      • HamedH Hamed

                        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.

                        Its maximum 2048 on each side. So if you have 2050px by 10px for example, it will error out.

                        D Offline
                        D Offline
                        Deeeds
                        wrote on last edited by
                        #11

                        @Hamed So it's got the right images, then... and knows they're square, and that they're not larger than 2048... why is it failing to make a sprite sheet and reporting a "size too big" error?

                        I've tried with 5 images, this works. Any more than that... fail.

                        Each image is exactly 256 x 256...

                        1 Reply Last reply
                        0
                        • HamedH Hamed

                          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.

                          Its maximum 2048 on each side. So if you have 2050px by 10px for example, it will error out.

                          D Offline
                          D Offline
                          Deeeds
                          wrote on last edited by
                          #12

                          @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.

                          1 Reply Last reply
                          0
                          • HamedH Offline
                            HamedH Offline
                            Hamed
                            Admin
                            wrote on last edited by
                            #13

                            Can you email us the images that you're using so I can re-create this and see whats going on?

                            D 1 Reply Last reply
                            0
                            • HamedH Hamed

                              Can you email us the images that you're using so I can re-create this and see whats going on?

                              D Offline
                              D Offline
                              Deeeds
                              wrote on last edited by
                              #14

                              @Hamed try these: https://www.dropbox.com/sh/jq2iedb8aw1gw1w/AAAoOxfVzrhc7GTVn-c0VKMha?dl=0

                              1 Reply Last reply
                              0
                              • MurtazaM Murtaza

                                Working on updating our roadmap with known bugs and issues.
                                BM Fonts have the same issue.

                                However, I just thought of a work around.
                                You can send your self the .tap project, extract it on a computer (it's just a zip).

                                Then add your assets manually. However, make sure you have both retina and non retina version and they have the correct naming scheme (check out the other assets).
                                There is also a hidden meta data file that tells hyperPad what the asset is.

                                If you download an art pack from the asset library you should be able to figure out the structure.

                                I know this suck. Hopefully the dropbox integration will be back in the next update.

                                D Offline
                                D Offline
                                Deeeds
                                wrote on last edited by
                                #15

                                @Murtaza I can't get this to work the way I want. Placement issues abound. And very time consuming.

                                1 Reply Last reply
                                0
                                • HamedH Offline
                                  HamedH Offline
                                  Hamed
                                  Admin
                                  wrote on last edited by Hamed
                                  #16

                                  So here are the steps I took:

                                  1. Import one of the images. It will have a graphic label in the assets library.

                                  2. Press and hold the graphic. Tap on Add animation.

                                  3. Since each image is 256 x 256 px, this means you can only select 8 images (Max 2048 x 2048 px).

                                  4. 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

                                  D 1 Reply Last reply
                                  0
                                  • HamedH Hamed

                                    So here are the steps I took:

                                    1. Import one of the images. It will have a graphic label in the assets library.

                                    2. Press and hold the graphic. Tap on Add animation.

                                    3. Since each image is 256 x 256 px, this means you can only select 8 images (Max 2048 x 2048 px).

                                    4. 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

                                    D Offline
                                    D Offline
                                    Deeeds
                                    wrote on last edited by
                                    #17

                                    @Hamed How is 256x256x8 getting you to 2048x2048?

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                                    0
                                    • HamedH Offline
                                      HamedH Offline
                                      Hamed
                                      Admin
                                      wrote on last edited by
                                      #18

                                      Its x :256 * 8, y: 256 * 8

                                      The axis are independent.

                                      D 1 Reply Last reply
                                      0
                                      • HamedH Hamed

                                        Its x :256 * 8, y: 256 * 8

                                        The axis are independent.

                                        D Offline
                                        D Offline
                                        Deeeds
                                        wrote on last edited by
                                        #19

                                        @Hamed So you fill the sprite sheet in a diagonal line?

                                        1 Reply Last reply
                                        0
                                        • HamedH Offline
                                          HamedH Offline
                                          Hamed
                                          Admin
                                          wrote on last edited by
                                          #20

                                          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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