Super Sprites

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Quick tour
Step 1
Do you have a folder filled with rendered pictures or a quicktime movie ?
Pic001.tga
Pic002.tga
etc.
or rendered.mov
Step 2

Just drag n drop the folder into the
"Super Sprites" window.
Select how many tiles you want in a row...
Step 3

And voila! you have all your sprites tiled!
ok that was just too easy.
Guess what, it imports and handle alpha channel also!
Since "Super Sprites" uses Quicktime to handle picture import/export it handles more than 200 formats:
Quicktime specifications
Step 4

Well there's too much unused space around our sprites! Wouldn't that be great to have the smallest common rectangle between all sprites ?
Let's click on "optimize bloc size" (you definied the transparent color , it can also be an alpha channel )
Step 5

Wow! our sprites just got reduced from 100x100 to 77*75 ! that's around 40% of saved video memory!!!
What does that mean !?
You designer can just draw without really paying attention to the useless space!
This is hassle free rendering and drawing!
Step 6

well well, nice but i wanted to have 3 monkeys in a row...
Just reorganize the layout, enter the number of sprites you want in a row, and voila!
Step 7

Here you are!
As you can see you can also display the frame number.
it is also possible to display a background instead of the transparent color ( so you can immediately see if you have transparency problems )
it can also alpha blit ( in case you are working in tga 32 bits for example )

You can of course delete frames, copy/paste them, rotate them etc...
There is also a little preview, to see the animation!
Step 8

One of the most powerful option of "Cutter" is the "merge with existing" function
Step 9

Import a mask, a picture or even a complete folder and select its transparent color ( blue here )
Step 10

Import a picture on top of it and... the picture will not draw on the transparent color!
"Errr ok, why is that useful ?"

If you do DirectDraw games you are probably using colorkeys...
Isn't that a pain when you have to remove some wandering pixels ?
Now let's see farther...
If you are doing prerendered 3D, you have to disable antialising to have clean edges. But then you lose the inside antialiasing of your sprite...

With this option you ask your designer to do a Antialiased version and an aliased version of the graphics, the program will merge them and your sprites/tiles will be antialiased inside and perfectly clean borders, which will result in nicer graphics for your game!

Step 11

Another little helper, the memory usage of your picture.
The memory is displayed for regular direct X texture and square textures.

This was just the main usage of "Super Sprites", there are a lot of other options :
- Export separated tiles from an existing layout
- flatten a grid on the picture
- center sprites in their tile
- Flip blocs (Horz/Vert)
-Rotate blocs ( 90 degrees )
- Swap Blocs
-Copy/Paste/Paste Transparent ( overlay elements! )
- write your own format using the quicktime sdk!
-Import/Export Quicktime Movies
-Turn a color key into an alpha channel
-recenter individual blocs
-Make 16bit color safe
-Convert a whole folder of pictures into a .mov!

more to come! ( it's a constant work in progress! so come back often! )

System requirements: Windows 2000 or XP
( some functions are not available on 95/98/ME/NT )
Quicktime 5
or higher ( Pro version NOT required )