Posts Tagged ‘sprite’

Progress has been made!

Posted by
Saturday, December 10th, 2016 9:55 am

A little update about our game for now:

We’ve decided to implement a local-pc multiplayer and I’ll start with it right after posting this post.
Also collision and hitboxes are fully implemented now and work all perfectly.

A little preview of the progress in our room:

The game is going to consist of multiple smaller games in rounds and a player can win points by winning such minigame, while still everyone is in the same room.
The real pain in the *ss is going to be the music, but we’ll look into that later.

Thanks for reading!

Maurice and Jelle


Posted by
Saturday, April 18th, 2015 5:35 am
Prepare your hands and fingers to fight using your H.A.N.D.S (Handy Armed'N'Dandy Ship) - the experimental war solution.

Prepare your hands and fingers to fight using your H.A.N.D.S (Handy Armed’N’Dandy Ship) – the experimental war solution.

Sprite-to-quad tool for Unity

Posted by (twitter: @bytegrove)
Saturday, September 6th, 2014 7:12 am

I made this little tool now during LD30, in order to get “sprites” that sorted correctly when rotated and displayed in 3d. Someone else might have some use for it as well perhaps.
All it does is to generate a quad and a double side shaded unlit material based on the layout of a sprite in your scene. It offsets and scales the quad and texture accordingly. It cannot handle off-center pivots correctly though(and maybe other things as well), so feel free to expand upon the script if you wish(its source is also in the game repo).



Sprite based tree (left) and quad based (right).


The gadget.










Some links

Posted by (twitter: @royvanrijn)
Thursday, August 21st, 2014 10:43 am

I’ve been reading up on sprites/animation and pixel art. Here are some links of websites with good content:

Post-Competition Release: The Labyrinth of Keys

Posted by (twitter: @Martze)
Thursday, January 2nd, 2014 11:39 am



Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.

More details at the link above.



Walk cycle done, break time!

Posted by (twitter: @dManabreak)
Saturday, December 14th, 2013 1:21 am

Got the walk cycle done for the “plain” character template!

Walk cycle!

Time to take a small break, grab some coffee (downed three cups already!) and whatnot. Feel free to tune in to my stream at , I’ll be continuing with graphics for a while, drawing the actual characters. After that (probably in like two-three hours?) I’ll be doing more coding, and in the evening, it’s music time! :)

First sprite (i’ve ever made)

Saturday, December 15th, 2012 6:26 am



Meet  avatar Orphée (first version)

Should he look back?

First Hour Down…

Posted by (twitter: @philcsf)
Saturday, April 21st, 2012 5:06 am

Okay, so I’ve got my main design – A basic platformer, set in an ant nest, and featuring various other crawlies living in the dirt. Apart from that.. not much else. I really need a story or gameplay hook, but that can be decided upon at a later point. I’ve started working on the graphics using Pickle, which seems to be going pretty well. I may make a variation sprite sheet later, if I have time… possibly an above ground one as well. This will do for now.

Is it bad that I don’t have a working XNA engine coded yet, but I’m working on graphics? Sigh.

Presenting VDZ’s Basic XNA Sprite Engine

Posted by
Sunday, April 15th, 2012 3:06 pm

Since I didn’t want to rewrite a whole bunch of code next weekend, I decided to tidy up and release this bunch of code.
It’s some helpful code that allows for easy sprite handling in XNA 4.0.

-Easy sprite creation (just CreateSprite(name, position) and it’ll automatically render it from that point on)
-Changing position, scaling, rotation is also easy
-Depth system where deeper sprites are always rendered behind less deep sprites
-Automatically loads the Content/Graphics folder for you so you can just refer to the images by name
-Basic layered sprite support (multiple sprites combining to make one sprite, for example a base body with armor and a weapon overlaid on it)
-Basic animation support
-Licensed under Creative Commons Attribution 3.0 Unported, so you’re free to modify it or use it commercially

Code includes a simple example project.

DLL download link (MediaFire, 7.43 KB)
Source download link with example (MediaFire, 92.74 KB) (Microsoft Visual Studio 2010 solution)

Basic documentation

How it works
-Create a folder ‘Graphics’ with at least 1 image in it in your Content folder. The folder or any of its subfolders must not contain any non-graphic files.
-Put a SpriteFont in your Content folder with the name ‘Default’. It will be used as font for GTexts and the log.
-Call SpriteEngine.Initialize in the constructor of your XNA game class (note that it MUST be in the constructor, NOT in Game.Initialize()), after setting Content.RootDirectory.
-Call SpriteEngine.LoadContent in the LoadContent method of your XNA game class.
-That’s all the initialization it needs. Call SpriteEngine.Draw in your Draw method to actually have it do something. Note that it does not clear the screen for you; keep GraphicsDevice.Clear in there.
-If you want to use animations or ‘camera scrolling’, call SpriteEngine.Update in your Update method.
-From now on you can use SpriteEngine.CreateSprite to create sprites in your game. It returns a sprite object, which you can use to change its position, rotation, image, etc. Use SpriteEngine.EraseGObject to erase a sprite, or SpriteEngine.Nuke to erase everything.

SpriteEngine – Main class. Most of the functions you need will be in here.
GObject – Base class for displayable objects (Sprites and GTexts). Contains basic information like position, scale and depth.
GText – A displayed string that can be moved around and has a depth, much like a sprite.
Sprite – Class representing a sprite, containing basic information such as its position, images, rotation, scale, etc.
LayeredSprite – A sprite composed of multiple sprites. Uses a simple layer system where when the sprite is drawn, all of its sub-sprites are drawn at its location instead.

Details on what each property and method does can be found in comments in the code, I’m too lazy to type them all out.

This work is licensed under a Creative Commons Attribution 3.0 Unported License.
You are free:
* to Share — to copy, distribute and transmit the work
* to Remix — to adapt the work
* to make commercial use of the work
Under the following conditions:
* Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

Have fun, and good luck with your games.

New Sprite/Animations Editor

Posted by
Wednesday, January 25th, 2012 9:35 am

Hey guys, just thought i’d toss this out here for anyone interested.  Finished a first “stable” release of my new sprite editor, It’s QT4 and written to be cross-platform but at the moment only downloads for linux are up, as I’ve yet to figure out how to use the mingw cross compiler with QT.  Tailored for my engine’s format but the toolset can also easily export to png spritesheets.


Short version of the features (full list on download page)

  • Onion skinning to help with animating
  • customizable palletes w/ full save/load/rip from image support
  • more color picking tools than you’ll ever know what to do with
  • fully integrated with system clipboard so you can freely select, copy,cut, paste, etc..with other image editors
  • large undo/redo bufers, specific to each frame
  • live animation preview
  • fast control scheme (mouse + command keys, or hotkeys control every action, all hotkeys are listed in the edit menu)
  • customizable UI, all toolbars can be reshaped, floated,  pushed behind tabs, hidden….etc

Still got a lot of bugs to work out, and missing features, but it’s at least stable and capable of image editing at this point. You can download it and try it here

Edit: Windows download is now available, but somewhat untested, I would appreciate any feedback on how it runs.


Posted by (twitter: @AurelDev)
Saturday, February 12th, 2011 11:47 am

Woot I have learned something in Java…

So, I have some kind of entity – sprite (with animation) engine “working”… Now I’ll be going for key listening (not hard), then some sound playing… And THEN gameplay 😀

Rendered Cannons

Posted by (twitter: @frimkron)
Saturday, April 24th, 2010 2:56 pm

Well I spent far too much time creating graphics for the cannons, even though I rendered them:


You can also see one of the soldier sprites I’ve drawn in this shot. He’s currently defying gravity.

I’m calling it a day for today, but tomorrow I hope to do some serious catching up (as always!) I may have to scale down my ambitions for this project. I want to get some kind of turn-based aim-and-shoot-stuff game in place as early as possible tomorrow, then I can see where I’m at and decide what to prioritise.

A Sprite!

Posted by (twitter: @frimkron)
Saturday, April 18th, 2009 4:38 am

Well, its a start.

I’ve actually been drawing lots of graphics so far and am only just starting to write the code. My idea’s a bit ambitious and I needed a fair amount of graphics down before I could start to make them into something.

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