Sprite Designer

edited January 2006 in Development
Does anybody know of a good sprite-designer package? The game I'm currently working on is requireing a lot of sprites, and coding them all as binary is getting to be a pain!

What I really need is to be able to design a 16x16 sprite, with or without colour, with or without a mask, and then pick how the information is interleaved for that sprite.

Does anybody know if anything like that is available?
Post edited by bobs on

Comments

  • edited January 2006
    On 2006-01-20 10:02, bobs wrote:
    What I really need is to be able to design a 16x16 sprite, with or without colour, with or without a mask, and then pick how the information is interleaved for that sprite.

    Does anybody know if anything like that is available?

    Yeah, Seven-uP. How it interleaves mask, graphic and X,Y order is completely customizable. It supports a variety of output formats too.

    I'm not sure if TommyGun or Bmp2Spec is as customizable.

  • edited January 2006
    On 2006-01-20 10:17, Alcoholics Anonymous wrote:
    On 2006-01-20 10:02, bobs wrote:
    What I really need is to be able to design a 16x16 sprite, with or without colour, with or without a mask, and then pick how the information is interleaved for that sprite.

    Does anybody know if anything like that is available?

    Yeah, Seven-uP.

    Hey, you almost got the name right! :)
    It's "SevenuP", altogether.

    You can get it from this site's Utilities page, or from my webpage at:
    http://www.speccy.org/metalbrain
  • edited January 2006
    Thanks everybody, sounds just like exactly what I'm after. Will have ganders over the weekend.
  • edited January 2006
    SevenuP "nearly" does what I want, but I really need more output options than it provides. For example having the attributes after every sprite, and being able to interleave the mask into the bitmap data (so a line would be 8-bit graphic, 8-bit mask, 8-bit graphic, 8-bit mask and so on)

    Is there any package that does all that?

    [ This Message was edited by: bobs on 2006-01-20 14:28 ]
  • edited January 2006
    On 2006-01-20 14:28, bobs wrote:
    SevenuP "nearly" does what I want, but I really need more output options than it provides. For example having the attributes after every sprite, and being able to interleave the mask into the bitmap data (so a line would be 8-bit graphic, 8-bit mask, 8-bit graphic, 8-bit mask and so on)

    Is there any package that does all that?

    [ This Message was edited by: bobs on 2006-01-20 14:28 ]

    You should be able to interleave the mask into the bitmap data using SevenuP, just move mask to the top of the byte sort priority in output options.

    Can't help you with the attributes, I always locate those in a separate table away from the graphics.
    Still supporting Multi-Platform Arcade Game Designer, currently working on AGD 5. I am NOT on Twitter.
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  • edited January 2006
    On 2006-01-20 15:49, jonathan wrote:
    On 2006-01-20 14:28, bobs wrote:
    SevenuP "nearly" does what I want, but I really need more output options than it provides. For example having the attributes after every sprite, and being able to interleave the mask into the bitmap data (so a line would be 8-bit graphic, 8-bit mask, 8-bit graphic, 8-bit mask and so on)

    Is there any package that does all that?

    [ This Message was edited by: bobs on 2006-01-20 14:28 ]

    You should be able to interleave the mask into the bitmap data using SevenuP, just move mask to the top of the byte sort priority in output options.

    That's right. And to get graphic data before mask data, untick the "Mask Before Graph" option.

    I'll think about the attributes to find a way to interleave them between frames in the next version. Right now they can be put right after the pixels data or associated with each character, but not with lines, columns or frames.
  • edited January 2006
    It would be cool if 7UP could do reverse order as well, i.e. left to right, then right to left.

    e.g.

    mask,line1byte1,mask,line1byte2
    mask,line2byte2,mask,line2byte1

    etc etc
  • edited January 2006
    TommyGun does interleave the image (sprite) data too.
    Its not as flexible as SevenuP, but it does support the most common formats that I'm use to using.
    From memory I think my format was
    8 bit gfx, 8 bit mask, ..., then attributes.
    In TG you design the sprite in the image editor and can then use the code editor to insert the sprite data into a source code file.
    At present it outputs ASM code, but if you using BASIC change the defb's to data and thats all you need to do to use the code.

    Cheers


    [ This Message was edited by: Kiwi on 2006-01-22 23:22 ]
  • edited January 2006
    I took a look at TommyGun over the weekend, and it can format the sprites exactly how I want them. Thanks everybody!
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