![]() (also Layers are mixed together making them tough to match to their original sprite) ase files, I renamed the tags with a prefix and ended up with "jay_flying" and "robin_flying". It was impossible to then figure out which frames to go grab with this. The sprite sheet packer gave me two animations both named "flying". ![]() Problem 1: Designer must remember to uniquely tag the animations across all ase files (minor)Īt first I named my animations "flying" in both. Maybe someone more proficient in cocos2d can comment on this.Īseprite -b jay.ase robin.ase smile.ase -trim -sheet-pack -list-tags -list-layers -sheet atlas.png -data atlas.json It's also possible that they organize their images in multiple sprite maps but use one large ist for the whole game. It's possible that people tend to write their ist files by hand since the format is not very complex. I'm just starting off with cocos-2d so take everything with a grain of salt. rotation if you want to pack your sprite map tightly), but from my limited understanding they can be left as default. There are some more values that can be filled (e.g. list of frame names (see above) that make up the animation.each Aseprite loop can become a separate animation) The file can contain multiple animations (i.e. image size of each frame (would be the same for all frames in your case).position and size of each frame in the sprite map.frame name (usually generated from sprite map name and a number).Just as a starting point, the following information would have to be exposed to the template engine to create cocos2d-x animation files: Anyway, my point is that the template mechanism should allow outputting multiple files. It's actually less fancy than I initially thought, since apparently you can only set the frame rate globally, not per frame. ![]() One contains the frame images including sizes and meta information, the other is just a collection that groups frame images into an animation and ties them to a name and a frame rate. wiki on the aseprite website or external online resource).Ĭoncerning cocos-2d-x, I read into the matter some more and apparently you need two plist files for your animation. It might be neat to offer some place where people can put and rate their templates for different gaming libs. I really like the idea of doing this via templates since it's a great way to handle for non-programmers. I might be able to help out with the conversion to cocos2d-x since the format is quite straightforward (basically xml based key-value pairs). That way everyone can contribute with their own converter function and you would have much less effort maintaining the conversion if the format should change. Maybe you can implement some way for the community to write own converters with a scripting language of your choice. Again, please take a look at what TexturePacker has to offer to get an overview about how much effort that would introduce. I'm about to roll my own converter from Aseprite's json format to cocos2d-x's animation format, but it would be really cool if you could offer different formats for the most popular libs. Unfortunately TexturePacker only supports the first one, so there is literally no tool available on Windows platforms that is able to write cocos2d-x compatible animation. I was trying to use that tool to export to cocos2d-x's plist format, which has two different sprite sheet versions: One for a collection of frames and one for animation of these frames. If you try the free version you can get an overview of the formats it supports. There is a tool that can do this, called TexturePacker. It would be a bit of effort to get all the variants to run smoothly, but you would be quite the boss for offering that functionality. What I would really like to see is the option to export sprite sheets into most standard sprite sheet formats of different game dev libs.
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