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  1. Link sprites before extracting

    I work with some sprite sheets that have a large enough gap with the transparency that the images get separated into 2 separate sprites when I need them to be 1. Would it be possible to add the ability to click and link sprites in the extract preview so they get extracted as 1 image instead of 2?

    3 votes
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      1 comment  ·  Admin →
    • Installation issues with new Adobe air

      Seems like your installer seems to have an issue with the new Adobe air
      Just keeps asking me to install from a diffrent source or redownload shoebox

      1 vote
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        From the ShoeBox website http://www.renderhjs.net/shoebox/ You will find a new installer at http://www.renderhjs.net/shoebox/air/ShoeBox_3.6.3_public.air This should fix your installation issues you are facing right now.
        The reason for this issue is an expired certificate that I used initially with the Adobe AIR application of ShoeBox – and this certificate is sadly not valid anymore so I had to renew it this weekend. Should you have a previous installation of ShoeBox please uninstall that one first and then install this new version of 3.6.3. I am sorry for the inconvenience but I hope that from now on you can install ShoeBox again.

        Hendrik

      • Mask Image doesn't work

        What happened to it?

        4 votes
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          1 comment  ·  Admin →
        • 35 votes
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            1 comment  ·  Admin →
          • About commercial use

            Can i use this software in commercial?

            1 vote
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              Yes ShoeBox is free to use for commercial projects. There are no restrictions on how you use ShoeBox.

              I made shoebox in my spare time and used it primarily on projects I worked on – there was never any intend to make business with it.

            • Add original filename as a variable to Extract Sprites

              I use Shoebox on a regular basis and one of the tools I use the most is the extract sprites one.
              Problem is, I'd like to set it so that I could put the filename of the file I'm extracting from as a variable in the output filename.
              Every time I extract stuff I keep having to change the output filename, and this would make me spend less time having to fiddle with the settings and type a new name every time (I deal with 50+ sprite sheets very often and they don't really have a lookup .txt file, so…

              26 votes
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                Hi guys I implemented additional filename variables as well as some improved variable editing in the plugin window

                Here is a demo
                https://c2.staticflickr.com/8/7786/27296987512_cdd8de18c5_o.gif

                The new variables that you can use in the filename field are:

                @v = the variable in sequence
                @id = the original file name including extension
                @ID = the original file name without extension

                1. = Digits of the sequential item

                The new extract sprites window also now saves the variable names each time you exit a text edit for each variable – this is a lot more convenient to edit.

                Btw. if this is a common task you are frequently visiting keep in mind that you can export your settings as a *.sbx file (a simple json file with a different extention). Opening the sbx file will open ShoeBox and load that setting.

                The new version has been pushed to the website renderhjs.net/shoebox or can be directly…

              • LibGDX Support

                Hello, I was just wondering if you were going to do any support for LibGDX?

                3 votes
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                  Their documentation is very vague: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/TextureAtlas.html

                  “Loads images from texture atlases created by TexturePacker.”
                  ShoeBox supports XML and JSON based formats that are identical with the ones that TexturePacker generates. So in a nutshell if you use libGDX try either the XML or JSON template from the settings of the Sprite Packing tool inside ShoeBox,

                  hope this helps

                • Show available variables

                  I'm trying to export a lot of frame sheets, and it would be incredibly useful if there was a variable that just used the file name from the imported swf.. but I have no idea what variables are available to me at all. I've been searching for awhile trying to find any resources on this, but all I found were variables for the bitmap font features.

                  1 vote
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                    Hi Kyle,

                    on the shoeBox website I have a documentation of every tool inside shoebox. Each documentation lists all the option and all possible variables.

                    In your case, the bitmap font tool:
                    http://renderhjs.net/shoebox/bitmapFont.htm

                    File Format Loop
                    @id = The ASCI id of the letter or character
                    @x = x-position of the texture source rectangle
                    @y = y-position of the texture source rectangle
                    @w = width of the texture rectangle
                    @h = height of the texture rectangle
                    @sx = x-offset of the texture rectangle
                    @sy = y-offset of the texture rectangle
                    @advanceX = horizontal offset towards the next character
                    @advanceY = line height or vertical offset to the next line
                    @letter = letter or character as string

                    FileFormatOuter:
                    @loop = The txtFormatLoop part in this outer shell.
                    @count = amount of the characters
                    @padding = texture padding
                    @texW = final texture width
                    @texH = final texture height
                    @fileName = filename without…

                  • Export Sprite Sheet in SD and HD size at the same time

                    Export Sprite Sheet in SD and HD size at the same time

                    1 vote
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                    • Give a self hi-five

                      Will be donating soon, nice tool !

                      4 votes
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                      • 4 votes
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                        • Accept a file containing the list of paths to each sprite instead of the list itself

                          Hi. First of thanks for this excelent tool.
                          I'm using ShoeBox in command line mode as a part of my art pipeline. Currently ShoeBox accepts the list of files as a command line parameter. But in Windows the command line has a limit in ~8K symbols. Since the full paths are used, this limit is reached very fast.
                          It would be awesome if ShoeBox could accept a file containing the list of paths. It could be JSON, XML, whatever.
                          Thanks again and good luck!

                          3 votes
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                            Hi Kyrylo,

                            Thanks for that insight about the ~8K limit – I didn’t know that yet.

                            It’s funny that you mentioned in your first comment about using a folder to reference multiple files because you can actually already do this.
                            What it does is that it goes through all the folders files, and if it finds another folder it traverses through all it sub and sub folders and collects any matching files e.g. png images.

                            However at this point, and I just looked at the code only the “Sprite Sheet” tool does support folders as an target either in the command line or in the GUI.

                            Some Fixes:
                            Just now I added an additional hint in the help GUI
                            http://farm8.staticflickr.com/7345/9997740803_7898c1eb44_o.jpg

                            and extended the support of folders to the following tools:
                            - Sprite Pivots
                            - Ani Frames
                            - FrameSheet

                            This minor fix will be in the next version. But for…

                          • A timeline animation class

                            Hi, I am using Shoebox and I really liked. Congratulations!
                            I made a class to storage the timeline animation of a character. To use like a auxiliar to play the animation.
                            You can set up all your animations and then you can access just the animation you need.
                            Shoebox, could generate a xml with the name of the animations and with start index and end index, I guess.
                            If you want to talk about it, send me a message.
                            Thanks and congratulations again,
                            Vinicius

                            1 vote
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                              Do you have any sample data that you are thinking of? so I can get an better idea what you are talking about and if this needs some new implementations in shoebox or if we can just extend it with another template in the settings view.

                              Just for your interest:

                              Under the Ani Frames tool documentation page I showcased a video that shows one of the JSFL export scripts (script that executes inside the Flash IDE) that are now in shoeBox.
                              http://renderhjs.net/shoebox/aniFrames.htm

                              Also the “Sprite Sheet” tool itself contains most of the variables that are needed to export a text or XML output like you hinted.
                              E.g. with the Starling/Sparrow template you already get a padded variable name list of the animation frames, example:
                              http://farm4.staticflickr.com/3769/9997415153_e57a6ac0c3_o.jpg

                              If you want to share some of your ideas, throw me an email otherwise at:
                              renderhjs@gmail.com

                              I am closing this ticket for now, feel…

                            • export to ATF

                              the Adobe export to ATF is clumsy, Quick export to ATF by very helpful.

                              1 vote
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                                1 comment  ·  Admin →

                                I just implemented this. I want to keep the settings of ShoeBox simple however. So wherever there is a quality setting in the settings of shoeBox it will actually affect gradually several key factors that make out the compression of ATF textures.

                                var opt : EncodingOptions = new EncodingOptions();
                                opt.quantization = Math.max(0, 100 – Math.round(quality * 100));
                                opt.flexbits = Math.max(0, 15 – Math.round(quality * 15));
                                opt.mipmap = false;

                                var _atf:ByteArray = new ByteArray();
                                Encoder.encode( bmpd, opt, _atf );

                                quantization go from 0-100 (the lower the better). Flexbits go from 0-15 (the lower the better) and no mip maps are generated as I presume that in most cases these textures would be used for UI assets which usually have a fixed scale.

                                I wasn’t able to load the generated ATF textures however in the Adobe Gaming SDK ATF viewer, other people online seem to expierence the same. So I need some…

                              • Smooth bitmap font when "File generate 2x" is set to true

                                The 2x texture file is clean but the 1x texture file is not smooth.

                                1 vote
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                                • when unpacking spritesheet, allow option to unpack from left to right instead of the default top to bottom.

                                  add option to unpack spritesheets from left to right instead of the top to bottom. e.g. i was using two spritesheets where the animation sequence only made sense if you unpacked the sprites from left to right. with the top to bottom unpacking, I would have had to specify the actual animations as: player-0, player-4, player-7, instead of the more intuitive: player-0, player-1, player-2 sequence.

                                  1 vote
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                                    Have a look at the http://renderhjs.net/shoebox/aniSheet.htm
                                    tool. It will create a animation sheet instead of a super tight sprite sheet.

                                    Here is a screenshot (never in development version, but pretty much the same) of a dropped animated GIF
                                    http://farm6.staticflickr.com/5448/9567188283_72a4fe1980_o.jpg

                                    You can also drop frame sequences like PNG frames from a exported animation.

                                    The sprite packing tool that you used tries to pack the sprites in whatever packs best order – so most times its completely random and not at all related to the file names. When packing with that tool you should read the XML or text file it generates to look up the coordinates of that particular frame that you need from your character animation.
                                    If you want something that is easier to read in a visual way then use the animation sheet tool like suggested above.

                                    Hope this helps,

                                    Hendrik

                                  • I don't normally give feedback, but..

                                    Your ShoeBox app is the cats pajamas and you're awesome for making it free. I'll be happy to donate.

                                    1 vote
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                                    • Absolutely awesome.

                                      I just wanted to say this tool is absolutely awesome. The sprite extracting feature just saved me an absurd amount of work. I'll be donating if I get money from this particular project. Thank you!

                                      1 vote
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                                        1 comment  ·  Admin →

                                        Thank you very much. It makes me happy knowing that this set of tools is really helpful to other people as well.
                                        If you have suggestions, even the most small details e.g. details in controls, usability,.. that would be most awesome.

                                      • bitmap fonts with lots of letters

                                        Many thanks for your explanation of how to use bitmap fonts with lots of letters, but I did not understand how to create a multi-line text. At what stage? I tried and failed.

                                        3 votes
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                                        • Merge font and sprites in a single Atlas

                                          For reduce drawcalls : one PNG with bitmap font and sprites, but one fnt file + on XML file

                                          3 votes
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                                            1 comment  ·  Admin →

                                            That’s what many people already do for example the official guidelines for NGUI (Unity) or Starling suggest a model where you build a bitmap font (fnt file & png sheet) and then pack this font sprite sheet into a bigger sprite sheet. Since the fnt or bitmap font structure is quite different in its needs than a generic sprite sheet lookup file its kind of hard to combine them into 1 xml file.

                                            Here is a example sheet of a recent game from my work in Unity
                                            http://farm9.staticflickr.com/8522/8673236301_44093377c3_o.jpg

                                            You can see how the sheet contains everything including little bitmap font sheets. The fnt files are parsed elsewhere but the bitmap font texture is actually looked up in the big sprite sheet.

                                            For another game (Gangster Squad) I used all the UI stuff together in one sheet – and that was in starling AS3.

                                            http://farm9.staticflickr.com/8122/8674356120_52b0ed3565_o.jpg

                                            So for most frameworks the workflow…

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