Drawing sprites
by Kevin Dresher · in Torque Game Builder · 12/17/2007 (3:05 pm) · 5 replies
What can i get that can help me draw sprites so I can just put them in without having to do alot of shifting images around.
Or any advice?
Sorry if my question sounds confusing...long day
Or any advice?
Sorry if my question sounds confusing...long day
#2
Let me ask this question:
How do you draw your Sprites and/or tilemaps? what techniques do you use?
I tried using graph paper that has dark lines evey inch so i draw my sprites in the middle but the one inch blocks seem to small for TGB.
I hope this question is a little more clearer then the first one.
12/18/2007 (12:41 pm)
Im trying to bring in the pictures i drew on paper into the game without much editing(except adding color using Gimp). When i place the tile maps into the game and try and creating the cells. The cells created end up being off by a hair and I cant seem to get it right where i want it. I tried editing the size of the picture Let me ask this question:
How do you draw your Sprites and/or tilemaps? what techniques do you use?
I tried using graph paper that has dark lines evey inch so i draw my sprites in the middle but the one inch blocks seem to small for TGB.
I hope this question is a little more clearer then the first one.
#3
12/20/2007 (10:44 am)
Sorry Kevin, I misinterpreted what you were looking for. I've never done this before so all I have is a best guess. Have you tried printing your own graph paper with maganta lines? It could be any colour as long as it's not in the image as well. Make sure the top-left pixel is the magenta outline. You could then let TGB figure out where the cells are.
#4
mattl@garagegames.com
12/20/2007 (11:25 am)
What's really important is the image size and the pixel size of each cell... try and post the image you're using up here, or send it to me and I'll post it in this thread for people to help :)mattl@garagegames.com
#5
12/22/2007 (5:33 am)
Take a look at the RGB sample in the TDN.. it discusses how to create and load an image map which is basically what you are looking for. You'll need to create a PNG file with cells that have a consistent size with the image built per cell... when you then load the file into TGB, it will break each cell up as avaiable for maps.. animation works similarly. Good LUck.
Torque Owner Nikos Beck
%Blah = new t2dStaticSprite()
{
SceneGraph = SceneWindow2D;
ImageMap = AnImageMap;
};
That should draw a sprite in the center of the level. I think those are the only two mandatory fields.
Is that what you were looking for? Or did you want to draw a sprite right in TGB?