TexturePacker is one of the most useful and used sprite sheet generators. It is very powerful and has tons of different options. You can download it from here.
Wave Visual Editor now allow importing TexturePacker sprite sheets, automatically opening the TexturePacker file and converting to the Wave Sprite Sheet asset format, maintaining the original sources and the packaging information.
To import a TexturePacker file you have to create a new Sprite Sheet and then click on the “Import TexturePacker file” button then select the .XML texturePacker file.
This will import all of its sprites, packaging and size information. After that you can edit it as a normal Sprite Sheet: Add sprites, animation, etc…
Step by step tutorial
Start TexturePacker and select Wave Engine template format
Continue reading Create 2D SpriteSheets with TexturePacker and import it to WaveEngine
As part of the plan of Wave Engine 2.0 to check over its features and following a process to constantly improve them, the new Wave Visual Editor gave us the opportunity to simplify a lot of things and make the development more enjoyable. One of them is the creation and use of sprite sheets textures and animating them.
What is a Sprite Sheet
If you are not familiarized with Sprite Sheets, don’t worry, this article will give you a brief explanation.
First of all we must differentiate between sprite, sprite sheet and animation concepts.
- Sprite is just a single 2D image, which can be added to our scene.
- Sprite Sheet is a group of different sprites put together into a one big image. They are necessary to speed up the process of displaying images on the screen because of its important impact on memory and performance. Packing algorithms are really important to keep the image as small as possible.
- Animation with sprites is using a sprite sheet and changing which sprite is rendered, changing every frame causing the animation illusion.
They are 2 key uses for the sprite sheets in your game or application:
- Sprite animations. For creating a 2D animated character (or object), so we have to pack all its frames as a way to make it easy to add on your project.
- Sprite Packaging. Using a sprite sheet with no animation, just to optimize memory and performance. We usually packs a lot of our scene sprites into a sprite sheet, and we use them in our scene, adding a sprite sheet but rendering only one of its sprites.
The new Wave Engine sprite sheet format is designed to satisfy all of them.
Continue reading Using Sprite Sheets with Wave Engine 2.0