Tutorial: Using sprite sheet animations in Axmol Game Engine #1052
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@CodeAndWeb It's awesome that you're doing this, so thank you! An additional bit of info that may be useful to anyone reading this is that Axmol also has support for custom sprite sheet formats, so developers can implement their own parser and just register it with the engine. The default implementation is the PLIST parser, but there is also an implementation for a generic JSON format sprite sheet in the It's useful in cases where developers want to use existing sprite sheets in formats other than PLIST, or use their own custom format (such as reading obfuscated/encrypted files) etc.. |
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I don't really see the need for additional sprite sheet formats. The plist format is perfect for the job since it supports all features... or what is missing in your opinion?
The only thing currently missing is 9-slice sprites which is something that could be added in the future. |
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The tutorial is currently missing 2 points that I wanted to write in a separate tutorial. That one is already very long...
I am wondering, which image formats you are using. Do you all use PNG (which would be very portable) or also use hardware compression? |
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TexturePacker supported cocos2d-x right from the start - for more than 10 years. It's sad to see that it's not supported officially anymore. However I am very happy that we found Axmol!
I've just started updating our tutorials and hope that this will give your engine more users. I've also added a dedicated tutorial section for it. We'll add a PhysicsEditor and SpriteIlluminator tutorial soon.
Here's our Using sprite sheet animations in Axmol Game Engine:
I hope you like it!
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