Just a quick Photoshop tip: Keep an additional visible background layer with a layer mask the same size as the source sprite image. Drag both the single sprite frame layer and that visible 'masked' background layer over to the new sprite sheet PSD. Then you can move these two layers together to snap them quickly and perfectly on the sprite frame, in the correct place. After this, the masked background layer can be deleted as it's only needed for positioning on your new sprite sheet image. Hope that saves people some time and faffing about!
Keep a visible background layer behind each frame of animation so that you know where the sprite goes in the frame. Then use that to place your sprites and delete the background when you're done.
Just a little time saver, instead of using the lasso tool to select the whole canvas like at 2:49 you can just press control + A to do the same. You can deselect it using Control + D.
...and then, hit Cntl+Shift+C to copy ALL visible layers. This will include the background, which can be deleted easily later, but will give you a framed image. With that, it's much easier to place it in your long sprite sheet accurately. It will just snap into place! This will reduce any side wobbling but in some cases require you to delete the background. In that case, make your background some crazy color like a green screen and it's easy to pull out.
Quick Tip: If you're making a new sprite sheet, and need to multiply the width by a factor you can just type in * by the number and Photoshop will do it, no need for a calculator. e.g. width: 64*6 (Photoshop will automatically calculate it)
I suggest duplicating the layers to the new psd. That way, all the layers will appear on top of one another and then you can change the x value to (n-1)*width, where n is the layer number from the original animation.
Thank you for the video, but i still have a few questions. I heard that you need to make ALL images as POT resolution: 1) How i should optimize big images for background. I am making the game for pc. With resolution 1080p. And i have a few background images 1920x1080. Do i need to render it with 2048x2048 and then cut 1920x1080 with Sprite editor ? 2) Do i need to use tga for big images 1920x1080 or i can stick to jpg ? 3) What if i made spritesheet in POT and sprites inside are not POT ? 4) What if i made both spritesheet and sprites inside not POT ? 5) What if i have lots of small images 28x26 and i need them to be exact 28x26 does it make sense to redraw all of them to 32x32 and then cut them with sprite editor or just picking 32 as max size is enough. 6) What if i have few images of cursor type. Sprite editor doesnt work for them. But i need them less then 32. Does it affect optimization on any way if my actual cursors 24x28 with 32 as max size ? 7) Do i need to try to place as much sprites as possible to one sheet or i can use as much number of sheets as i want? p.s. sorry that is my best english
Just in case this helps anyone, I found this guy's script which automatically creates a sheet from your frame animation. You might just want to crop the resulting sheet to the right dimensions but it's a lot easier than manually doing it all! www.johnwordsworth.com/projects/photoshop-sprite-sheet-generator-script/
So, any tutorial on how to make a "nude" sprite, pick up items and equip them, and in doing so changing how the sprite looks? Or do i need to make sprites for every variable of equipment (that sounds like a lot of work :P)
When I import my animation the colors are all messed compared to when they were in photoshop. Even though it looks like I have all the same settings can anyone help me?
Hey Noah , could you do another episode about sticking objects to the animation , for instance , put a sword in the hand of my character and made it track the hand.
Instead of using photoshop to create the sprite sheet, use GlueIT instead. Then you won't have to manually move the sprite to position. GlueIT creates a single image of your images and GlueIT is free.
I did the point no blur thing and put compression to none, but my character is still blurry; and when I use the pixel perfect camera the animation bugs Please help
I just realized I don’t have a problem coding my game or using photo shop to create sheets, I have a problem being artistic and drawing my sprites lol. I might need to hire an artist. You just made me realize this. Thanks I guess.
Thank you. Your pixel art videos are extremely helpful as I've never had dealt with Photoshop before and I want to create a game. I wish you the best of luck on your future projects.
Old tut but this is where I am currently, missed one thing, you have to change you imported sprites to Texture Type = Sprite (2D and UI) first in order to place it in the scene. Just for any noobs in this area like myself watching. :)
Should you put all the sprites for a single game object in a single spritesheet? Or is it okay to spread complex animations / multiple animations across multiple spritesheets?
Awesome tutorial, can you disponible the sprite sheet you have created to I use in one game, looks greater and perfect to my first game I did development?
What about huge spritesheets like if importing a character? Can i put the entire sprite sheet into unity. Or should i edit and align them in PS. Cuz I dont think i can align sprites in unity. Ive tried importing and when i do the animation its all off and jittery and stuff.
instead of eyeballing the positions of each frame in the sprite sheet, you could also place a "marker pixel" on each corner of every frame and then erase them in the sprite sheet
Great video I was able to follow up to the part where you need to import to Unity. Except that I get the white background I made sure to hide it but in unity it still appears as if it had the white background. Can you help, please? thank you
The whole photoshop part is unnecessary, you can just use a script, faster and easier. Search the web for "CREATE HTML5 ANIMATION SPRITE SHEET IN PHOTOSHOP".
Thanks for the video. I guess you could draw some temporary helper lines at the bottom and on one side of each sprite. This should make the creation of the sprite sheet easier.
hi noah. thanks for your vids... this help me so much... but i'm still confuse about how i can divide the animation? i have idle and movement animation on 1 sheet... can you help me with that? thanks again...
I think it is a very overcomplicated process...apart from tedious There are better and faster ways of creating sprite sheets and maybe u should use another program for that thanks anyway
Okay... but the Photoshop part is really not how I'd do it. Needing to worry that much about where you've placed the sprites is just painful. There are much better ways of doing it.
why those powerful tools does not offer a proper way to make sprite sheets? it is much easier to create whatever in your favorite image editor then load the images into libresprite to easily make the sprite sheet. alternatively you could use krita + addon that add the sprit sheet manager functionality.
I'm not trying to troll you but could you please listen to how your speaking and ask yourself is this normal. Please try to speak naturally, it makes it a lot easier to listen to
Why do my sprite sheets get white when I put them into unity? Works fine if i just make them into PNG and put them in, but maybe that messes up the quality a bit...
I know it's been a while since this video came out but I have a problem when I put my sprite it looks half transparent and its color disappears around your eyes please help me
I know this is probably the software but i was wondering anyway. So, unfortunately I cannot use Photoshop and instead am using a website called Piskel. when exporting an animation it auto generates the sprite sheet. have of the time a pink box will surround the sprite but even when it works there will be a noticeable amount of corrupted pixels during the animation.
Reviving for anyone coming here more recently... Check your compression setting - set it to off. I had a similar case of pixels bothering me, and it was because of sprite compression.
You should select the sheet in Unity and change the Filter Mode of the spritesheet to "Point (no filter)" from the Inspector. That is how low-res sprites can keep their quality.
Hey i do have a question. What if this is an enemy or npc? How can you kill, bump, or interact with it? Btw you are amazing keep up the amazing work. You inspire me so much😊
Well, if you want an interaction with a npc or enemie, you should program that in the game engine. So you need to learn programming. I think the best programming language for beginners is C#. I'm not sure, but i think Unity uses a sort of blueprint system that is easier to understand and don't need necessarily programming skills. :)
In Unity, you create an empty object, then add your sprites/anim then add a 2d Collider. This is the component responsible for sending collision data to your code. You would then use a command like - void OnParticleCollision(GameObject collision) { Destroy(gameObject); } and attach this code to the object. Other commands that are used for other scenarios (The one above requires ParticleSystems for bullets). void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Bullet") { Instantiate(explosionPrefab,transform.position,transform.rotation); Destroy (gameObject); } } Also there is OnTriggerEnter() for triggering a result without affecting the original object. Best thing you can do is take a course on it - thats what I did.