Packt Like Sardines In A Crushd Tin Box

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Ryan has been producing some great new character animations recently, which means I’ve needed to work out how we should pack and store all that sprite animation data.

Traditional sprite sheets place each frame of animation on a regularly-spaced grid in a single, large image. Individual sprites are all identically-sized, and can be referenced by their column and row number within the grid. This approach is ideally suited for tile-based games, in which every cell in the grid contains a 64×64, or 128×128 sprite, say, but they can also be used for any 2d art. Here’s a spritesheet showing Nome’s … Read the rest