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.


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.


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.