![]() ![]() If not, you can easily use the XML or JSON loading code to create a runtime loader, but that would involve messing with the code. ![]() Did they add the Content Pipeline to Monogame? Just out of curiosity, can this work with Monogame (a cross platform implementation of XNA) without changing any code? 6. Your example code here may anyway pose as a good resource if the programmers agree to using TexturePacker. Anything that can be of any help, I’m grateful for- I’d rather know of it than not. I’ll take a look at your recommended website. The code I’ve shared here is just a way to load the sprite sheets exported from TexturePacker into a game written with XNA. I recommend the tutorials on the TexturePacker site: There’s even some easy way to automate sprite sheet generation for your programmer. (That’s what we did with Hypership Out of Control for iOS.) In fact, if you have a small enough game, you can fit all of the graphics for the game into a single sheet. Rather than using different sprite sheets for running and jumping, you can use a tool like TexturePacker to combine all of the individual frames down to a single sheet. How is it possible to load different sprite sheets (like character walking, or jumping) from one file? It’s really hard to comprehend. Hi, I don’t have the opportunity to check any codes as I’m responsible for the drawings and don’t have visual studio or XNA- how does it work and is there anything I should keep in my mind? I figured if this is a nice option, one might as well try to use it. Nice! I’ll link to it from my tutorials page. (If you need a specific license or info, let me know.)Ĭomments » 1. Not attribution or acknowledgement required. I didn’t put any sort of license notice in the source, but feel free to use it however you want.The content importer supports either the JSON-Array or Generic XML export options in TexturePacker.foo.png and foo.xml) You’ll need to change that, or change the asset name of one of them to prevent a filename collision at build time. By default, TexturePacker will name the texture and atlas with the same base filename.While the loader supports rotated sprites if you choose that option in TexturePacker, the XNA SpriteBatch doesn’t easily support UV rotations so you’ll need to do extra work.Calculate your own origin using Width and Height in TextureRegion.Bounds. ![]() This will draw/rotate around the original (pre-trimmed) top-left. If you have trimming turned on, using the origin options can make things easier. There’s a simple test included, and it shows how to load a texture atlas, look up a texture in the atlas, and render that texture using a few different origin options. I haven’t seen an XNA content pipeline loader for TexturePacker atlases, so I decided to share mine. Louis game jam will take place this coming weekend, so I’ve been going through and cleaning up some of my base code. Static public void process( Texture Atlas Data atlasData, String output)įor ( Region region : atlasData.TexturePacker XNA Content Pipeline Extension AugPosted by Jesse in : Game Development, trackback * Directory where the images will be written. * See the License for the specific language governing permissions and * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * distributed under the License is distributed on an "AS IS" BASIS, * Unless required by applicable law or agreed to in writing, software * You may obtain a copy of the License at * you may not use this file except in compliance with the License. * Licensed under the Apache License, Version 2.0 (the "License") ![]()
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