First, download and install TexturePacker.
To create a sprite sheet for ORX:
You can use the settings in the right panel to fine-tune your configuration, including texture format and packing algorithms.
Note on Optimization: TexturePacker automatically optimizes sprite sheets to reduce memory usage by trimming transparent areas around sprites. The generated ORX data file includes offset information ensuring ORX renders the sprites at their original size and position, so you don't need to adjust your code.
If you need untrimmed sprites, simply change the Trim option to None in the right panel.
You can visually edit sprite pivot points directly within TexturePacker:
TexturePacker generates two files:
The sprite sheet contains all your sprites packed into a single image.
The data file (in `.ini` format) describes the sprites in the sheet. It defines the texture source, dimensions, and importantly, the individual frames of your animations.
Each frame section (e.g., `[SoldierFullAnim1]`) retains the original sprite's properties:
[Soldier] Texture = soldier.png TextureSize = (163, 121) [SoldierFullAnimationSet] Texture = @Soldier KeyDuration = 0.1 StartAnim = SoldierFullAnim [SoldierFullAnim1] TextureOrigin = (1, 66) TextureSize = (63, 51) Pivot = (22, 30) Orientation = right [SoldierFullAnim2] TextureOrigin = (114, 61) TextureSize = (47, 59) Pivot = (18, 26) [SoldierFullAnim3] TextureOrigin = (66, 63) TextureSize = (46, 57) Pivot = (18, 24) [SoldierFullAnim4] TextureOrigin = (1, 1) TextureSize = (55, 63) Pivot = (22, 31) [SoldierFullAnim5] TextureOrigin = (58, 1) TextureSize = (51, 60) Pivot = (18, 27) [SoldierFullAnim6] TextureOrigin = (114, 1) TextureSize = (48, 58) Pivot = (18, 25)