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Game Dev: Introduction To Asset Pipeline
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[email protected]
February 23, 2013
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Game Dev: Introduction To Asset Pipeline
This is a talk I did at the NY Game Developers meetup focusing on asset pipeline for 2d games.
[email protected]
February 23, 2013
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Transcript
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TWITTER HASHTAG
refers the to asset workflow you create for your project.
This could be as simple as copying files over by hand into your game’s media folder or writing more complex automation scripts to generate the art for you.
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is a single bitmap image that is drawn to the
display; in this case our Canvas Element. To help organize them better, sprites are grouped together into a single image called a sprite sheet.
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http://www.aseprite.org/
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is a large image containing a collection of sub-images, or
"atlas" which contains many smaller sub-images. This is used primarily in 3d for textures but is very useful for 2d games as well.
"filename": "radar-sprite.png", "rotated": false, "trimmed": true, "frame": {"x":0,"y":309,"w":104,"h":104}
Atlases can consist of uniformly-sized sub-textures, or they can consist
of textures of varying sizes (usually restricted to powers of two). *Illustration from http://www.grimrock.net/modding/creating-custom-assets/
http://renderhjs.net/shoebox/
• Create Texture Atlas with data file • Extract Sprites
• Custom atlas data templates (can create xml, json, text, etc) • Create bitmap fonts • Cross platform • Works with Cocos2d, Unity3d, HTML5 and more.
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http://bit.ly/rr-artwork
http://bit.ly/jetroid-sprites
http://bit.ly/tc-sprites
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PLAY WITH ASEPRITE, SHOEBOX AND BFXR