Today’s post is the second part of last week post about using sprite sheets with cocos2d and Tiled. In the previous post we saw what is a sprite sheet, how to to create it from a collection of individual sprites using Texture Packer and how to code it using cocos2d for iPhone. Today I’m going to explain how I used sprite sheets as source libraries in Tiled to create and edit New Sokoban puzzles. In this previous post I partially covered this topic. However, today I’m going to enter in more detail into some technical issues.
As we saw in the first part of this article, sprite sheets are mainly used to drastically improve our games performance in terms of both memory and CPU usage. We basically need to group our original individual sprites and then have some way to refer to them in our game code.
In today’s post I’m going to enter in more detail in a very useful topic for game development: Sprite Sheets. I introduced this topic in two of my previouspost, but did not enter in detail. I received some feedback pointing out that there is some interest on sprite sheets and how to use them in conjunction with Texture Packer and Cocos2d. In addition, I’m also going to explain how to use sprite sheets as your source library for creating maps on Tiled. This will probably be a large post, so I’m going to split it into two parts.
In today’s post I’m going to talk about art asset creation for New Sokoban. My artistic skills are limited and I am an autodidact in this field. So, I needed to create the art for New Sokoban taking into account this limitations. My idea was to create abstract assets playing with plain colors and some basic effects like shadows and border strokes.
I started with the game screen because I felt that it was the most important one and that it would set the artistic path to follow. In the following image you can see what was my first try.