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hyperPad

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  3. How to import SpriteSheets and their plist?

How to import SpriteSheets and their plist?

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  • HamedH
    HamedH
    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?

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    • HamedH Hamed

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

      D
      D
      Deeeds
      wrote on last edited by
      #14

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

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      • 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
        D
        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.

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        • HamedH
          HamedH
          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

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          • 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
            D
            Deeeds
            wrote on last edited by
            #17

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

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

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

              The axis are independent.

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              • HamedH Hamed

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

                The axis are independent.

                D
                D
                Deeeds
                wrote on last edited by
                #19

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

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                • HamedH
                  HamedH
                  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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                  • HamedH Hamed

                    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.

                    D
                    D
                    Deeeds
                    wrote on last edited by
                    #21

                    @Hamed So you're doing this?

                    0_1513271259809_grid8x8.png

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                    • HamedH
                      HamedH
                      Hamed
                      Admin
                      wrote on last edited by
                      #22

                      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 0_1513271460638_IMG_0008-hd.png

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                      • HamedH
                        HamedH
                        Hamed
                        Admin
                        wrote on last edited by Hamed
                        #23

                        And I can only add 7 and not 8.

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                        • HamedH
                          HamedH
                          Hamed
                          Admin
                          wrote on last edited by
                          #24

                          Another bug to add to the list!

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                          • HamedH Hamed

                            Another bug to add to the list!

                            D
                            D
                            Deeeds
                            wrote on last edited by
                            #25

                            @Hamed Cheers, if you can, aim for wrapping, like this:

                            0_1513271708563_Screen Shot 2017-12-15 at 1.14.07 AM.png

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                            • HamedH Hamed

                              And I can only add 7 and not 8.

                              D
                              D
                              Deeeds
                              wrote on last edited by
                              #26

                              @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.

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