Sprite Sheet Maker?

Hi Guys- I am looking to automate the making of sprite sheets with 24 bit imagery in it. Basically I am looking to input/load each separate image sequence (if it can do batches that would be even better!) and create one sprite sheet with a series of images in it (it must retain transparency)

Can anyone recommend a program that does it?

I am sick and tired of laying them on sheets by hand.

:shock:

spriteworks - search for it using google.

I’ll Check it out

If you are already using Photoshop, you can fairly easily set up an action to do this.

What I do is, in Bridge, select the whole TGA sequence and select the menu option to load them into separate layers in a PSD, then run the action to lay them out once you’re in Photoshop.

I never really setup actions :sweat_smile: LOL but I will look into it immediately-

…is there a specific action to lay them out? I dont know that…can you describe it a little bit more

or you could use the Sprite Atlas Builder Unity Plugin

imagemagick allows you to create sprite sheets from the command line.

See last post on this page:

Problem is- I am creating sheets with transparency and it looks like the sprite builders that I am using do not take into account of the images actual size- so its looking at strictly the image information instead of the overall dimensions of the image.

I have checked out a number of different sprite sheet makers and they all have the same result so far- I will check out the imagemagik

:frowning:

DaveG:

If you render the sequence as TGAs with alpha or something similar then Photoshop will handle them fine–retaining alpha and respect total canvas size.

bumba:

You just have to open the actions panel, record a new action, and do it by hand once. My action is something like this:

  1. Resize canvas to 1024x1024 (pinned in the upper left)
  2. Select layer 2
  3. Filter → Offset → 256px horizontally
  4. Select layer 3
  5. Filter → Offset → 512px horizontally
  6. Select layer 4
  7. Filter → Offset → 768px horizontally
  8. Select layer 5
  9. Filter → Offset → 256px vertically
  10. Select layer 16
  11. Filter → Offset → 768px horizontally, 768px vertically
  12. Flatten image

From this point, depending upon your needs, you may be done. Since I was using filtering on compressed textures, I CMD-clicked the new collapsed layer with the layout and used that to fill a new alpha channel and then painted in a new layer behind the sprite layout so the border pixels would blend with a color instead of just white.

This is what I use to create spritesheets combined with the Bridge trick mentioned before… It is good to know that PS can use javascript… :wink:

http://www.garagegames.com/community/blogs/view/11527

Also this one might be handy if you don’t want to use Bridge as it is a resource hog. See comments in the above link to see how to edit the script to preserve transparency.

Cheers.

I could give you what i made if you want.

WOW thank you :slight_smile: i search something like Filter → Offset ! The problem is its using the local position. So all layers must be at position 0/0 at the beginning. How can i do that?

another problem is that the sprites must have exactly the same border(bounding box)…thats a problem because if you have for example a man who is moving his hand, the borders(bounding box) will be different in some frames… hmm :frowning:

SpriteManager 2 gets around this problem allowing non-uniformly sized sprites:
http://www.anbsoft.com/middleware/sm2