Archive for November, 2012

Creating a Texture Atlas using Inkscape

Sunday, November 18th, 2012

Following on from my previous article on Creating Game Graphics in Inkscape, here is a further look at how to integrate your graphics into your game engine.

Assembled Character

This time I will be demonstrating a way to combine all of your graphics into a single image file and create an XML file to describe that file in a form that your game engine can understand. This is called a Texture Atlas. Using a texture atlas (sometimes called a Sprite Sheet) allows your game engine to handle your graphics resources in a far more efficient manner than if it had to deal with individual files one by one.

My provided solution will create the files in a format that can be read and understood by the Starling Development Framework, but the method would be easy to adapt to other formats.

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Creating Game Graphics in Inkscape

Thursday, November 15th, 2012

Inkscape is an Open Source vector graphics editor. I was introduced to its use in game graphics design by the articles on Chris Hildenbrand’s excellent blogsite on 2d game art for programmers.

Dinosaur

What follows is not a guide to creating your graphics, but a set of instructions for getting your finished graphics out of Inkscape into a form your game engine will be able to understand. In a later article I’ll be going further into using Inkscape as a tool for game development.

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