Then say you're drawing all ten of those sprites to render your skeleton, that results in ten texture swaps every draw update. Which means if you import ten images, you've created ten texture pages. When you add an image dynamically in GM:S it adds a new texture page to the resources. The biggest problem with using Spriter and GM:S together is the way GM:S works with external images. If done correctly you should be able to create a map using the tiles, if the tiles aren't properly cut you probably made a mistake with the tile size values or margin/spacing.I would love to make a plugin for GM:S but first I need to address some issues. Once you've created the document click the New Tileset icon, browse to the tile sheet you'd like to use and input the same tile size as you did in the dialog for creating the map. At this point it's important for you to know the tile size, most common sizes are power of two (16×, 32×, 64× etc.). Depending on the map set the orientation to orthogonal (most RPG's), isometric (The Sims) or hexagonal (Civilization). Tiled (Windows/macOS/Linux) is a popular tool to create levels and maps. Do note that your game engine might already compress sprites for you. Use PNG Crusher by Lospec (Browser) or TinyPNG (Browser) to compress PNG files. PNG images support lossless compression which means they can be compressed without degrading the visual quality. xBRZ Scaling (art by Kenney) Optimizing PNG images Browse for an input pixel art image and select 3 (xBRZ) as the scaling method in the parameters section. You can use this method by downloading xBRZ Scaler Testing Tool (Windows). Enhancing resolution (pixel art)Īlso experimental is increasing the resolution of pixel art, there's various ways to do it but by far my most favorite method is xBRZ. Simply select an image, hit Convert or Download and wait a bit until the result shows up. I've personally have gotten really good results using Waifu2x (Browser) for scaling especially flat and drawn art. Similar to the bitmap to vector method above this is experimental and the results you'll get depend on the input image. Upload a bitmap image and follow the steps to create a vector version, this works best on flat and simply geometry. The best one I've found is Vector Magic (Browser), it's not free but you can try it a couple of times. Vector and bitmap formats aren't interchangeable and any of the tools available simply try to redraw the bitmap image to vector. This is slightly more complicated and finicky. Click the Page tab and then Export to save the complete document. If you're done, click File ➤ Export PNG Image., in the new dialog you can select what to export (the whole document, a drawing, a selection or a custom rectangle). Once the file is opened you can edit sizing, colors and shapes. To open and edit vector files we'll be using Inkscape (Windows/macOS/Linux). Note that pixel art doesn't scale very well unless the size is a power of two. in the new dialog you can set the size in pixels or percentage. Open a sprite image and select Image ➤ Scale Image. Free Texture Packer (art by Kenney) Resizingįor resizing you can use GIMP (Windows/macOS/Linux). Unfortunately Free Texture Packer does not have an option for tile margins or extracting non-uniform sprites without having a data file. In the menu bar select Tools ➤ Split sheet and click Texture to select a sheet image, you can also optionally load a data file if that's available. If all the sprites in a sheet are uniform in size you can use Free Texture Packer to extract them. This method doesn't work if you'd like to keep transparent pixels around the separate images (uniform size), for this you'll need to use tile sheet extraction. The preview will show which elements will be separated, tweak the settings until you're satisfied. Drag the sprite sheet you want to extract onto the Extract Sprites panel. To separate images from a sprite sheet we'll be using ShoeBox (Windows/macOS). Once you're done you can save the result (most likely a PNG image file and an XML/JSON file or similar) to your disk. If you aren't satisfied with the result or like to export to a different format you can adjust the settings on the right. The program will generate a sprite sheet after dropping the files. After installing open the program and drag all the sprites you want to pack onto the panel on the left. To pack individual sprites in a sprite sheet I recommend using Free Texture Packer (Windows/macOS/Linux). Various common tasks can be performed using free tools (preferably for all platforms). Imagine finding a sprite sheet while the game engine you're using doesn't support sprite sheets at all, or having to import hundreds of separate sprites. You might come across pre-made game assets that aren't in the format or size you'd need them in.
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