android - What are the Best Practices in Creating Animation to be used in a LibGDX Game? -
i've learned capabilities of libgdx in terms of animation. know how use texture packer,read atlases used animation, , use animation class.
i use adobe flash create animations , export them png sequences use texture packer. fails when there many images converted. tested using 80 images(600x600). trying rotate big magic circle.
my question is, other methods create animation? best way create png sequences?
edit: used texturepacker-gui: http://www.aurelienribon.com/blog/2012/06/texturepacker-gui-support-for-multiple-packs/
, able pack sprites atlas..clicking 'pack selected' instead of 'pack em all' did trick (maybe bug program). , rotating magic circle sprite animation big mistake. question remains if there better way create animation other using flash?
i have tool form create spritesheet.
i didnt use 1 libgdx-texturepacker-gui, maybe can try.
i using texture packer
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