Integrating the excellent TexturePacker into my build pipeline has saved me countless hours! Not sure how I lived without it. Ron Gilbert - creator of MonkeyIsland
There are 3 simple steps to create your own sprite sheet:
TexturePacker helps you reduce memory usage and improve game's performance
For best performance directly export to your target system's image formats like PVR, KTX and others.
Don't know where to start?
Take a look at TexturePacker's tutorial section or grab a book!
Still stuck?
Contact me and I'll try to find a solution for your problem!
TexturePacker can directly export to CoronaSDK. Just select Corona as exporter!
The current version supports the new ImageSheet API.
Instead of adding and removing individual sprites TexturePacker allows you to simply add a complete asset folder. Every image that is found inside it will be added to the sprite sheet.
TexturePacker preserves your folder structure in the sprite names inside the data file allowing you to easily group your sprites.
TexturePacker detects all changes and automatically reads the new sprite data when re-entering the application or publishing from commandline.
With the powerful commandline interface you can simply update all sprite sheets at once.
Trimming preserves the sprite's size - the framework needs special support to restore the transparent parts when rendering the sprite.
Cropping in contrast removes the transparent parts - making the sprite appear as if it never had any transparent border.
This is perfect when using animations: You simply don't have to care about equal phases.