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	<title>richardjdare.com &#187; sprites</title>
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	<description>Games, Ideas, Imagination</description>
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		<title>Using a 19 year old art program for IPhone development</title>
		<link>http://richardjdare.com/blog/2013/04/using-a-19-year-old-art-program-for-iphone-development/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=using-a-19-year-old-art-program-for-iphone-development</link>
		<comments>http://richardjdare.com/blog/2013/04/using-a-19-year-old-art-program-for-iphone-development/#comments</comments>
		<pubDate>Sun, 14 Apr 2013 13:46:41 +0000</pubDate>
		<dc:creator><![CDATA[Richard Dare]]></dc:creator>
				<category><![CDATA[game development]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[Toxin]]></category>
		<category><![CDATA[3d studio max]]></category>
		<category><![CDATA[amiga]]></category>
		<category><![CDATA[dpaint]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[sprites]]></category>

		<guid isPermaLink="false">http://richardjdare.com/blog/?p=978</guid>
		<description><![CDATA[I&#8217;ve been feeling rough this weekend so I decided to work on one of the easy jobs that I&#8217;ve been neglecting during Toxin&#8217;s development; finishing.]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve been feeling rough this weekend so I decided to work on one of the easy jobs that I&#8217;ve been neglecting during <a href="http://toxingame.com" target="_blank">Toxin&#8217;s</a> development; finishing off the front end.</p>
<p>For some reason the front end design is something that I absolutely must get right before I can envision the whole game. At the start of a project, I will spend hours trying to make a title screen and find the right font. If I get that right, everything else will follow. The design elements that I choose for the title screen seem to become the foundation for the graphical style of the whole game.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-980" style="border: 0px;" alt="Toxin title screen" src="http://richardjdare.com/blog/wp-content/uploads/2013/04/toxin-titles.jpg" width="500" height="266" /></p>
<p>Needless to say, Toxin&#8217;s title screen, like everything else in this supposedly simple abstract shooter was a struggle to get right. It was really just lucky experimentation that lead me to the nice animated effect I use for Toxin&#8217;s title screen. This effect warrants a detailed blog post of its own, and I&#8217;ll write one soon. Today I want to write about how I made the buttons for the main menu using a 19 year old graphics program.</p>
<p><img class="aligncenter size-full wp-image-982" style="border: 0px;" alt="Toxin menu screen" src="http://richardjdare.com/blog/wp-content/uploads/2013/04/toxin-menu.jpg" width="480" height="320" /><br />
<em><span style="color: #808080; padding-bottom: 20px;">Toxin&#8217;s main menu. What you can&#8217;t see from this screenshot is how the glowing colours shift and change using multiple blended layers.</span></em></p>
<p>The icons on each button are simple pixel art images which were vectorised, loaded into 3D Studio Max, then extruded. My first icons were made by extruding text using the Topaz font, which was the default font on AmigaOS back in the day. I found it impossible to signify everything using text glyphs alone, so I decided to do some pixel art.</p>
<p>I found Photoshop too frustrating to use for pixel art. It&#8217;s just not geared for that kind of work. You can&#8217;t delete quickly, and when you&#8217;re zoomed in the cursor does not snap to the pixel grid. So I decided to go full oldskool &#8211; I started up my Amiga Emulator, <a href="http://www.winuae.net/" target="_blank">WinUAE</a>, and loaded <a href="http://en.wikipedia.org/wiki/Deluxe_Paint" target="_blank">Deluxe Paint 4</a>.</p>
<p>In a couple of minutes I had knocked up some simple 16*16, 1 colour icons ready to be imported into 3DS Max.</p>
<p><img class="aligncenter size-full wp-image-984" style="border: 0px;" alt="dpaint-toxin-icons" src="http://richardjdare.com/blog/wp-content/uploads/2013/04/dpaint-toxin-icons.jpg" width="500" height="394" /><br />
<em><span style="color: #808080; padding-bottom: 20px;">DPaint 4 running on the WinUAE Amiga emulator. Drawing sprites inside a 16*16 checkerboard is an old technique from the Amiga days</span></em></p>
<p>For those who don&#8217;t know, Deluxe Paint (invariably referred to as DPaint) was the de-facto standard graphics program on the <a href="http://en.wikipedia.org/wiki/Amiga" target="_blank">Amiga computer</a>, just like Photoshop is for today&#8217;s machines. It was also the industry standard for video game art up until the start of the 3D era. (At least it was in the west. I have no idea what was used by the Japanese games industry to create such pixel art masterpieces as <a href="http://www.youtube.com/watch?v=nZ9nuZeD4xY" target="_blank">Seiken Denetsu III</a> and <a href="http://finalfantasy.wikia.com/wiki/Final_Fantasy_VI" target="_blank">Final Fantasy 6</a>. If you know, send me a message).</p>
<p>It was developed by EA, believe it or not, back when they released <a href="http://www.thedoteaters.com/p4_stage4.php" target="_blank">interesting</a> creative software like the <a href="http://en.wikipedia.org/wiki/Deluxe_Music_Construction_Set" target="_blank">Deluxe Music Construction Set</a>, and published games like <a href="http://en.wikipedia.org/wiki/The_Bard%27s_Tale_(1985_video_game)" target="_blank">The Bards Tale</a>. The first version was released in 1985, and was in development until 1994, which was probably the beginning of the end of the Amiga era.</p>
<p>I still have my copy of DPaint I. I bought it for £5 in 1991 when I was a poor schoolkid saving my dinner money to buy games. By that time it was already six years old and two versions behind, but I spent hours on it drawing cyberpunk cityscapes and trying to copy Street Fighter characters from magazines.</p>
<p><img class="aligncenter size-full wp-image-994" style="border: 0px;" alt="dpaint1" src="http://richardjdare.com/blog/wp-content/uploads/2013/04/dpaint1.jpg" width="500" height="375" /></p>
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		<title>Toxin &#8211; Advanced Sprite Techniques</title>
		<link>http://richardjdare.com/blog/2013/03/toxin-advanced-sprite-techniques/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=toxin-advanced-sprite-techniques</link>
		<comments>http://richardjdare.com/blog/2013/03/toxin-advanced-sprite-techniques/#comments</comments>
		<pubDate>Sun, 24 Mar 2013 15:09:50 +0000</pubDate>
		<dc:creator><![CDATA[Richard Dare]]></dc:creator>
				<category><![CDATA[game development]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[Toxin]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[photoshop scripting]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[sprites]]></category>

		<guid isPermaLink="false">http://richardjdare.com/blog/?p=955</guid>
		<description><![CDATA[Creating good looking graphics for an abstract game like Toxin is harder than it first appears. Not only are your images stripped bare of most signifying.]]></description>
				<content:encoded><![CDATA[<p dir="ltr"><img class="aligncenter size-full wp-image-959" style="border: 0px;" alt="toxin-sprites" src="http://richardjdare.com/blog/wp-content/uploads/2013/03/toxin-sprites.jpg" width="500" height="272" /></p>
<p dir="ltr">Creating good looking graphics for an abstract game like <a href="http://toxingame.com" target="_blank">Toxin</a> is harder than it first appears. Not only are your images stripped bare of most signifying information, requiring a real eye for the principles of graphic design, but creating the artwork itself – giving each line the right balance of sharpness and glow, demands careful image processing and a great deal of experimentation.</p>
<p>When I started making Toxin, the graphics were a real struggle. It took me an enormous amount of work to develop the look of the game. To give you an idea, I have a folder on my laptop with all of Toxin’s artwork in, and it weighs in at 967meg! All for a little mobile game!</p>
<p>Eventually all my experimentation began to pay off, and I developed some powerful techniques for creating animated multicoloured abstract sprites. In this post I want to describe one of my favourite methods.</p>
<p>I start by creating our sprite out of spline shapes in 3D Studio Max. Unlike many 3D programs, Max can render splines at various thicknesses, animate them, and can even apply texture maps and materials to them.</p>
<p>I then use gradient maps to mask out areas of the shapes that I want to be different colours. These gradient maps are then animated, so the different coloured areas can actually move around the shape.</p>
<p>Then, I do two sets of renders. First I render the shape with the masks on, so there’ll be a hole wherever the coloured area will be. Then I do another render with the mask inverted, so that only the coloured area is visible.</p>
<p><img class="aligncenter size-full wp-image-967" style="border: 0px;" alt="make-a-spiker" src="http://richardjdare.com/blog/wp-content/uploads/2013/03/make-a-spiker.jpg" width="500" height="380" /><br />
<em><span style="color: #808080; padding-bottom: 20px;">This diagram shows each step in the creation of one frame of animation for a Toxin sprite. The total animation is 64 frames long. This intricate process is largely automated using Photoshop scripts</span></em></p>
<p>Then its time to start up Photoshop. After deciding what colours I am going to use, I run each set of sprites through a Photoshop script that colourises them and adds a glow. To create the glow, I duplicate the image into another layer, Gaussian blur it, then additive-blend it on top. Sometimes I use several glow layers with different Gaussian blur parameters. I also find that using image-&gt;adjustments-&gt;Hue/Saturation to colourise gives me the best results.</p>
<p>The final step is to compose the two sets of colourised renders into a single sprite. I do this with another Photoshop script. The end result is a lot more interesting than the basic Geometry Wars style sprites everyone else is using, I think.</p>
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		<title>AtlasMaker 0.7 &#8211; Make Texture Atlases in Photoshop</title>
		<link>http://richardjdare.com/blog/2012/11/atlasmaker-0-7-make-texture-atlases-in-photoshop/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=atlasmaker-0-7-make-texture-atlases-in-photoshop</link>
		<comments>http://richardjdare.com/blog/2012/11/atlasmaker-0-7-make-texture-atlases-in-photoshop/#comments</comments>
		<pubDate>Sat, 24 Nov 2012 13:37:54 +0000</pubDate>
		<dc:creator><![CDATA[Richard Dare]]></dc:creator>
				<category><![CDATA[AtlasMaker]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[photoshop scripting]]></category>
		<category><![CDATA[sprites]]></category>
		<category><![CDATA[texture atlas]]></category>
		<category><![CDATA[tiles]]></category>

		<guid isPermaLink="false">http://richardjdare.com/blog/?p=559</guid>
		<description><![CDATA[August 2016 Update: AtlasMaker is now on Github: https://github.com/richardjdare/Atlasmaker In game development it is common to have hundreds if not thousands of texture maps and animation.]]></description>
				<content:encoded><![CDATA[<p class="alert alert-info">August 2016 Update: AtlasMaker is now on Github: <a href="https://github.com/richardjdare/Atlasmaker" target="_blank">https://github.com/richardjdare/Atlasmaker</a></p>
<p>In game development it is common to have hundreds if not thousands of texture maps and animation frames in a single project. Keeping track of all these images is taxing for both the developer and the computer, so what we do is arrange the images into texture atlases.</p>
<p>A texture atlas is an image that contains many other images. Usually, all the animation frames for a single sprite, or all the textures for a single object are arranged into a single image. The game code then looks at a smaller portion of this image when it needs to draw a particular sprite or texture.</p>
<p><strong>AtlasMaker </strong>is a Photoshop script that lets you create these atlases inside Photoshop. It takes a directory of individual textures and arranges them on a single image. It can be used both for atlases of different sized images, and for tile grids which are commonly used in 2d games. <a href="http://richardjdare.com/blog/2009/08/texture-atlas-maker/">Earlier versions</a> of this script were released in 2009. I know I promised an update long ago, but I have been working on my iPhone game, <a href="http://toxingame.com" target="_blank">Toxin</a>. I have been using this script throughout <a href="http://richardjdare.com/blog/category/toxin/" target="_blank">Toxin&#8217;s development</a>, but never got round to tidying it up for public release.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-564" style="border: 0px;" title="AtlasMaker main window" src="http://richardjdare.com/blog/wp-content/uploads/2012/11/atlasmaker07-1.jpg" alt="" width="500" height="438" /><br />
<em><span style="color: #808080;">AtlasMaker main window. A tile grid for a 2d game is being created</span></em></p>
<h3 style="text-align: left;">Features</h3>
<ul>
<li>Cross platform &#8211; tested in Photoshop CS3,CS4,CS5 on Windows and Mac OSX.</li>
<li>Open Source</li>
<li>Create texture atlases or tile grids for 2d games.</li>
<li>Several image sorting algorithms. Find the most efficient one for your textures.</li>
<li>Add a margin to each image.</li>
<li>Custom data file export.</li>
<li>Extendable &#8211; It&#8217;s easy to add your own rectangle packing algorithms and sorting methods.</li>
</ul>
<p><img class="aligncenter size-full wp-image-581" style="border: 0px;" title="Two atlases created with AtlasMaker" src="http://richardjdare.com/blog/wp-content/uploads/2012/11/test-atlases.jpg" alt="" width="510" height="311" /><br />
<em><span style="color: #808080;">Generated with AtlasMaker: Left, a texture atlas with variable sized images. Right, a tile grid. Images used are randomly generated test textures.</span></em></p>
<h3>Installing AtlasMaker</h3>
<p>There are two ways to running AtlasMaker in Photoshop.<br />
Unzip atlasmaker-v0.7.zip to your photoshop scripts folder. On windows this is usually: C:\Program Files\Adobe\yourphotoshopversion \Presets\Scripts<br />
On a Mac this folder is at: Applications/yourphotoshopversion/Presets/Scripts</p>
<p>When you next start Photoshop, AtlasMaker should appear in the File-&gt;Scripts menu.</p>
<p>Alternatively, you can run the script without installing by unzipping the atlasmaker folder somewhere, then selecting Scripts-&gt;Browse from the file menu and then selecting AtlasMaker.jsx.</p>
<h3>Quickstart guide</h3>
<p>The first thing to do is select a directory of images by clicking &#8220;browse&#8221; at the top of the window. Once you have done this, AtlasMaker will scan through the images and collect size information about them.</p>
<p>Next, you want to select your packing method. If your images are texture maps of different sizes then you want to select the &#8220;Atlas Maker&#8221;. If you are making a traditional 2d game where the sprites are all the same size, then you want to select the &#8220;Tile Grid&#8221;</p>
<p>You&#8217;ll notice that some text will appear underneath &#8220;Number of Files&#8221;. This is a notification from the Tile Grid Packer telling you how many rows and columns your images will take up given the default document size. Different packing methods provide different notification messages according to their nature.</p>
<p>Then you can optionally select a sorting method. Sorting the images in different ways can improve the efficiency of the texture atlas. Some packing methods do not allow sorting, and will disable this option if they are selected.</p>
<p>You can also add a margin here if you want a gap between your textures. Margins are added on to the width and height of each image just like CSS margins.<br />
Next, click &#8220;Document Settings&#8221; and you will be able to set the size of the texture atlas you are going to create. You can also set the document name here, and choose if you want to flatten all the layers into one, once the atlas is complete.</p>
<p>Now click &#8220;Create Atlas&#8221; and you&#8217;re done.</p>
<h3>Custom data file export</h3>
<p>One of AtlasMaker&#8217;s most powerful features is the custom data file export. You can export a text file for each texture atlas containing information about each image on the atlas. This might be XML or JSON to be loaded by a game engine, or you could use it to directly generate source code to be pasted into your application.</p>
<p><img class="aligncenter size-full wp-image-588" style="border: 0px;" title="AtlasMaker custom data file" src="http://richardjdare.com/blog/wp-content/uploads/2012/11/atlasmaker07-2.jpg" alt="" width="500" height="438" /><br />
<em><span style="color: #808080;">AtlasMaker custom data file panel. Here an XML fragment will be generated for each texture in the atlas. filenames and texture positions are substituted into the text using tags</span></em></p>
<p>Tags are used to substitute information about each image into the text:</p>
<ul>
<li><strong>#i</strong> &#8211; Image index (0.. number of images in directory)</li>
<li><strong>#filename</strong> – Filename of source image</li>
<li><strong>#width</strong> – image width</li>
<li><strong>#height</strong> – image height</li>
<li><strong>#x</strong> – X position of top left corner on atlas</li>
<li><strong>#y</strong> &#8211; Y position of top left corner on atlas</li>
<li><strong>#p</strong> – page number</li>
</ul>
<p>If you click the &#8220;Reorder export file&#8221; button, you can rearrange the order in which textures are listed in the export file. Just select filenames from the list and click &#8220;up&#8221; or &#8220;down&#8221; to reorder them. You can select multiple filenames by shift-clicking.</p>
<p>The zip file contains a readme.txt which describes every option in detail.</p>
<p>AtlasMaker is designed to be extensible. It is easy to add new packing methods and sorting algorithms. I have written the code to be more or less self explanatory in this regard, but if you want me to write something about it, please let me know.  And let me know if you find any bugs!</p>
<h3>Download the latest version of AtlasMaker from Github</h3>
<p><a class="btn btn-default" style="background-color: black;" href="https://github.com/richardjdare/Atlasmaker" target="_blank">Download from Github</a></p>
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		<title>SpriteGrabber &#8211; Photoshop Scripting for Game Development</title>
		<link>http://richardjdare.com/blog/2009/06/spritegrabber-photoshop-scripting-for-game-development/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=spritegrabber-photoshop-scripting-for-game-development</link>
		<comments>http://richardjdare.com/blog/2009/06/spritegrabber-photoshop-scripting-for-game-development/#comments</comments>
		<pubDate>Tue, 09 Jun 2009 20:53:16 +0000</pubDate>
		<dc:creator><![CDATA[Richard Dare]]></dc:creator>
				<category><![CDATA[game development]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[photoshop scripting]]></category>
		<category><![CDATA[sprites]]></category>

		<guid isPermaLink="false">http://richardjdare.com/blog/?p=25</guid>
		<description><![CDATA[One of the most common and tedious tasks in 2D game development is making sprite sheets from dozens or often hundreds of individual image files..]]></description>
				<content:encoded><![CDATA[<p>One of the most common and tedious tasks in 2D game development is making sprite sheets from dozens or often hundreds of individual image files. Back when I was making <a href="http://richardjdare.com/blog/games/">Starblaster</a>, I laid out several hundred sprites by hand. It took many, many hours and severely restricted my ability to experiment with different graphics. It&#8217;s even worse these days since most sprites use alpha channels; the semi-transparent images are almost impossible to line up by hand, and some particle effects are practically invisible unless they are laid on a dark background.</p>
<p>For my latest project (more info coming soon!) I decided I&#8217;d had enough of this drudgery, and wrote a Photoshop script to do the job for me.</p>
<p><img class="size-full wp-image-26 aligncenter" style="border-color: white;" title="spritegrabber01" src="http://richardjdare.com/blog/wp-content/uploads/2009/06/spritegrabber01.jpg" alt="SpriteGrabber v0.1" width="495" height="492" /></p>
<p>SpriteGrabber will take a directory full of image files and lay them out for you on one or more sprite sheets. Additionally, SpriteGrabber can export a text file containing information about each sprite. You can use this feature to generate calls to whatever function you use to load the sprites in your game.</p>
<h3>Instructions</h3>
<p>To run the script in Photoshop just go to File-&gt;Scripts-&gt;Browse and load the SpriteGrabber.jsx file from wherever you downloaded it to. It will run automatically and present you with the interface above.</p>
<p>Click &#8220;browse&#8221; and select the directory containing your sprites. SpriteGrabber will now process the directory and work out how many valid image files there are and how big the sprites are going to be. If you have different sized images in the directory, SpriteGrabber will use the largest dimensions to determine the sprite size.</p>
<p>Once the images are processed, the script will work out how many rows and columns there&#8217;ll be per page and how many pages will be needed to hold all the sprites. You can adjust the document width and height to alter these properties. Once you are happy, just click &#8220;Ok&#8221; to generate the sprite sheets.</p>
<h3>Datafile Export</h3>
<p>If you tick the &#8220;Enable datafile export&#8221; checkbox, SpriteGrabber will create a text file in the src directory called &#8220;SpriteInfo.txt&#8221;, containing a line of text for each sprite.</p>
<p>Each line is generated from the text entered into the &#8220;line template&#8221; edit box. Tags are used to substitute information about each sprite into the text.</p>
<p><strong>#i </strong>&#8211; Sprite index (0.. number of sprites in directory)</p>
<p><strong>#filename</strong> &#8211; Filename of source image</p>
<p><strong>#width</strong> &#8211; Sprite width</p>
<p><strong>#height</strong> &#8211; Sprite height</p>
<p><strong>#x</strong> &#8211; X position  of top left corner on spritesheet</p>
<p><strong>#y </strong>&#8211; Y position of top left corner on spritesheet</p>
<p>Lets say your game engine loads sprites like this: &#8220;SpriteManager-&gt;GetSprite(x,y,width,height);&#8221; and you have 300 sprites to load. You can generate all 300 calls by entering the following into the line template box:</p>
<p>SpriteManager-&gt;GetSprite(#x,#y,#width,#height);</p>
<p>SpriteGrabber will then generate 300 lines containing the correct coordinates and dimensions for each sprite. (This is probably a poor example as in real life you&#8217;d use a simple loop to do this, but it does illustrate how the feature works. The datafile export will come into its own when the next version is complete.)</p>
<h3>The Future</h3>
<p>SpriteGrabber is not intended as a masterclass in Photoshop scripting. In fact it&#8217;s the first script I&#8217;ve ever written, but it should help trim a few tedious hours off the development process. Soon I hope to have a new version ready that will be able to efficiently arrange sprites or textures of any size.</p>
<h3>Download</h3>
<p>SpriteGrabber has been tested on Photoshop CS2,CS4,CS5 for Windows Vista, and CS3,CS5 for Mac OS X.</p>
<h3><a href="http://richardjdare.com/files/spritegrabber-v0.5.zip" target="_blank"><img class="alignnone size-full wp-image-27" title="download" src="http://richardjdare.com/blog/wp-content/uploads/2009/06/download.png" alt="" width="160" height="45" /></a></h3>
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