I want to create my own sprite sheet from a single image i have by modifying the image(like changing the position of the leg).For example lets say i have an image of a man running.I want to create a sprite sheet from this single image.What software do i use for this.From want i understand texturepacker and other such softwares enable you to edit the spritesheet.But as of now i have no images in the sprite sheet except for one.
Another question i had was that lets say i want to create my own sprites,how do i do this.(Are there softwares available for this)
There is simple program to create spritesheets from swf animation, SWFSheet, written by Keith Peters. Animation can be created in Flash or any 2d animation editor which supports export to swf like KToon, SWF Quicker, Giotto and so on.
And maybe single-framed bitmap can be animated using morphing?
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I would like to scroll a long image in sync with a midi file. Is there a way to tag/map these together with midi times or events so they stay aligned? Thanks!
iOS:
The UIImageView rendering your image can be put inside a scrollViewContentView: UIView that is the only child to a UIScrollView, where the size of scrollViewContentView equals the size of the image.
Then you need to somehow draw a timeline for your midi file. Maybe you can use some third party lib for drawing this timeline as a chart? There are several iOS projects on Github for this, maybe this will work. Btw is this Swift of ObjC?
You will then need to put the view representing your timeline side by side with the UIImageView and with the same size.
I want to build a digital clock widget for Android, and I have written the numbers from 1 to 10 on paper and scanned them, so that I now have the numbers as per images with transparent background. I may have missed it but I can't really see if in the documentation anything about using images as numbers. Would i be better off creating a font even though it would only consist of the numbers?
First off: add each image separately to the res/drawable directory and reference them from there.
An Opengl surface could render them or, more easily I think, an ImageView with programmatic image flipping.
I'm working on the same thing. Any idea how to run an onTick()-like function for currentTimeMillis()? That would be the path to victory on when to render the next second on your clock face.
I am pretty new to android native. I use game frameworks for making games.
Recently I was building a app that has an imageView. I can attach an drawable to it very easily. But now what I need is a dynamic image.
For example consider a square image.
Divide it into 4
1st half is filled with red,2nd is filled with green,3rd with yellow and 4th with blue.
In gameframeworks we can create a texture on the fly and use it. Is there any such option in android native?
I'm developing a game with andengine.And I wanna use only one image for whole game.
For example now I'm using 10 image spreadly.(e.g player, buttons, background, etc.).But when I do like that, the game is starting too slow.And I wanna combine them as one image like this:
http://atariage.com/forums/uploads/monthly_11_2011/post-26314-0-86776700-1321332409.png
I guess you're looking for TexturePacker. You can find an interesting tutorial in the link below.-
http://www.matim-dev.com/texture-packer.html
I want to create a custom, complicated loading graphic for my Android App (minSDK 8).
If I create a GIF with 100 frames, is there a way in Java/Android to tell it which frame to go to during my 'doProgress()' function?
Is there another or better way to do custom loading graphics?
If I create a GIF with 100 frames, is there a way in Java/Android to tell it which frame to go to during my 'doProgress()' function?
Since Android does not do animated GIFs, no.
Is there another or better way to do custom loading graphics?
Option #1: Use a frame animation.
Option #2: Use a RotateAnimation with a single image in an ImageView.
Option #3: Use ViewPropertyAnimator (using NineOldAndroids for the backport) to animate android:rotation with a single image in an ImageView.
There may be other options as well, though those are the three that come to mind.
If you have a gif image, then you can use WebView component to show the gif image. In webview, the image loops itself, we do not need to do extra work.