twotimingpete
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I've been using Photoshop to do art assets for video game projects. I'm somewhat new to this stuff, but I'm getting it done. One of the things I often have to do is create sprite sheets and tilesheets. What these are, are single images that contain many frames. Imagine a checkerboard with a picture inside each square(and the checkerboard is invisible).
This is not that hard to do, and I've been doing it for a while now. And in the case of low res "pixel" art, there are no real considerations.
In the case of high res art, though, art where I draw my originals at roughly 4x sizes, it presents annoyances. Namely, if you resize a spritesheet or tilesheet, it will lose its spacing integrity.
To those of you unfamiliar with sprite sheets and tile sheets, remember the imaginary checkerboard I mentioned? Each square on the checkerboard has to be perfectly spaced, down to the single pixel, with each square being *exactly* the same size. This is because the game engine reads the sprite or tile sheet by the frame size and grabs images out of it for the game. So if you downres to display size, it loses integrity and can't be properly read by the game.
My only work around has been to put each individual frame into a photoshop file that is the exact dimension of the frame, and then resize it, and then build the sheet from there.
This isn't a huge deal when it comes to doing sprites/characters, but when it comes to doing a tilesheet, when the process of actually creating the art is fluid (I basically paint over a checkerboard!), having to cut these out one by one to resize --- highly inefficient. There MUST be a better way.
Any ideas?
This is not that hard to do, and I've been doing it for a while now. And in the case of low res "pixel" art, there are no real considerations.
In the case of high res art, though, art where I draw my originals at roughly 4x sizes, it presents annoyances. Namely, if you resize a spritesheet or tilesheet, it will lose its spacing integrity.
To those of you unfamiliar with sprite sheets and tile sheets, remember the imaginary checkerboard I mentioned? Each square on the checkerboard has to be perfectly spaced, down to the single pixel, with each square being *exactly* the same size. This is because the game engine reads the sprite or tile sheet by the frame size and grabs images out of it for the game. So if you downres to display size, it loses integrity and can't be properly read by the game.
My only work around has been to put each individual frame into a photoshop file that is the exact dimension of the frame, and then resize it, and then build the sheet from there.
This isn't a huge deal when it comes to doing sprites/characters, but when it comes to doing a tilesheet, when the process of actually creating the art is fluid (I basically paint over a checkerboard!), having to cut these out one by one to resize --- highly inefficient. There MUST be a better way.
Any ideas?