The project's repository is archived as part of the GitHub Archive Program. SpritePackLoader's code and the documentation will no longer be updated. See more information in the latest RogueLibs blog post. Feel free to fork the repository to continue working on the project.
Follow the instructions on RogueLibs' site.
- Install BepInEx, RogueLibs and SpritePackLoader (obviously);
- Download your .spritepack file that you want to use;
- Put it in /BepInEx/spritepacks directory (create one if it doesn't exist);
- Launch the game!
- Create a separate folder where you'll put all of your assets.
- Create a subfolder called
ITEMS
inside of that folder. - Get your item sprite encoded in PNG or JPEG, and put it in
ITEMS
. - Make sure that the file's name matches the item's internal name. (e.g.
Blindenizer.png
) - Put the contents of your folder with assets into a .zip file.
- Rename the .zip file to have a
.spritepack
extension. - Publish your spritepack!
The instructions for adding any other sprites are the same, just with a different subfolder:
ITEMS
- items and abilities;OBJECTS
- objects;FLOORS
- floor tiles;BULLETS
- bullets and other projectiles;HAIR
- hair;FACIALHAIR
- facial hair;HEADPIECES
- head pieces;AGENTS
- eyes, heads, arms and legs;BODIES
- bodies;WRECKAGE
- wreckage, that spawns after destroying something;INTERFACE
- interface stuff;DECALS
- decals;WALLTOPS
- tops of the walls;WALLS
- sides of the walls;SPAWNERS
- icons in level editor;EXTRA
- extra sprites, don't worry about that;AUDIO
- audio files (supported: .mp3, .ogg, .wav);
You can find the sprites' internal names in the tk2d archive below.
During development, you can simply put these subfolders into <game root folder>/SpritePack
directory. Its contents will be read as if it were an archive. When you're finished you can just zip it and rename it to a .spritepack file.
Don't want to create a subfolder for every single sprite type? That's okay! You can just add a ITEMS_
prefix to the file's name! (e.g. ITEMS_Blindenizer.png
)
Is your sprite too big? or perhaps too small? Try adjusting the PPU (pixels-per-unit) setting by suffixing the file's name with _256x256
. (e.g. Blindenizer_256x256.png
) The higher PPU is, the more detailed your sprite is, and the smaller it will appear in the game.
You can even create a subfolder called ITEMS_256x256
. This way all sprites in the folder will have a higher PPU.
Also, feel free to create even more subfolders in the sprite-type folders. (e.g. ITEMS/quest_items_8x8/Briefcase.png
) What matters is: the prefixes, suffixes and the name of the file.