You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: docs/gdevelop5/community/contribute-to-the-assets-store/technical-specifications.md
+34-30Lines changed: 34 additions & 30 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -2,7 +2,9 @@
2
2
title: Manually package the assets
3
3
---
4
4
5
-
# Overview of a pack
5
+
# Manually package the assets
6
+
7
+
## Overview of a pack
6
8
7
9
!!! warning
8
10
@@ -80,7 +82,7 @@ French food
80
82
81
83
```
82
84
83
-
# The title, description, and price
85
+
##The title, description, and price
84
86
85
87
Each pack needs to be defined in a `pack.json` file located at the root of your pack folder. In it, you'll put the pack's name, description, price in Euro or USD in cents, and the categories.
86
88
@@ -112,7 +114,7 @@ Each pack needs to be defined in a `pack.json` file located at the root of your
112
114
}
113
115
```
114
116
115
-
# Make a thumbnail & previews files
117
+
##Make a thumbnail & previews files
116
118
117
119
A pack with an attractive thumbnail makes it more visible. Additional images can help them decide if a pack suits their needs. Use contrasting colors to make your thumbnail stand out. The thumbnail should accurately represent the contents of the pack. Thumbnails that show assets in context are preferred over simple grids of assets.
118
120
@@ -131,7 +133,7 @@ All preview images and the thumbnail must be submitted inside a folder named `pr
131
133
- Must be 16:9, `1280x720` or `1920x1080`
132
134
- File format in `.png` or `.gif`
133
135
134
-
# License
136
+
##License
135
137
136
138
Put a license.txt file in your folder. Make sure to put your name in this license file too (or the name of the original author).
137
139
The importer will be adapted to understand the license file.
@@ -144,7 +146,7 @@ The importer will be adapted to understand the license file.
144
146
- Allow modifications or derived work
145
147
- State if attribution is required or not
146
148
147
-
# Adding tags to your assets
149
+
##Adding tags to your assets
148
150
149
151
Tags allow creators to search your assets. These tags can be things like "side view," "pixel art," and so on. We recommend you use the Asset Store's existing tags.
150
152
@@ -159,17 +161,30 @@ For example:
159
161
- You can put your images in different subfolders. Each subfolder will be used as a tag name. Some folder names like "PNG," "SVG," etc., will be ignored (so don't change the whole structure of your assets, we'll ignore anything that does not make sense).
160
162
- Note that you can put assets in a folder called `Unimplemented`, `TODO`, and `SOURCE FILE` if the packaging isn't completely done, or if you want to keep source files of the pack. These folders will be entirely hidden in the store but are useful for updates or edits on the pack.
161
163
162
-
# Sprite
164
+
## Limitations
165
+
166
+
GDevelop have several limitation for now, as they are:
167
+
168
+
!!! note
169
+
170
+
- Sprite sheets **are not supported yet**! Each animation frame must **be a separate image**.
171
+
- Each animation image must have the same pixel size as the other animation states.
172
+
- GDevelop does not support image the origin point for different animations yet.
173
+
- Audio files are not yet supported within the `.gdo` format. Please place your audio files in an `Audio` folder located in the same directory as your `.gdo` file. Subsequently, compress both the `.gdo` file and the Audio folder into a `.zip` or `.rar` archive for submission via the application form.
174
+
175
+
## Package your art
176
+
177
+
### Sprite
163
178
164
179
You can put them in a folder of your choice. You Still have to make sure to follow the [naming best practices](/gdevelop5/community/contribute-to-the-assets-store#follow-naming-best-practices).
165
180
166
-
## Static sprite
181
+
####Static sprite
167
182
168
183
For unanimated [Sprites](/gdevelop5/objects/sprite), a single image with the name of the object is enough.
169
184
170
185
`Chair.png`
171
186
172
-
## Sprites with animations or states
187
+
####Sprites with animations or states
173
188
174
189
For animated sprites require multiple animated frames, which have to be named properly. While writing your file names, it is important that you follow a specific naming structure:
175
190
@@ -196,7 +211,7 @@ If the same character is carrying a prop, the naming should appear on the Animat
196
211
**Note on animation states:**
197
212
If the **animated** object only has one animation state, there is no need to specify if the animation is "Walk, Idle, Climb, Death..." on the name. An animation index will do: `Jewel_1.png`, `Jewel_2.png`, `Jewel_3.png`.
198
213
199
-
### Assets with Specific Time Duration
214
+
####Assets with Specific Time Duration
200
215
201
216
To specify FPS and looping for an animation, you'll need to add some metadata with the animations files.
202
217
@@ -226,12 +241,12 @@ If you are not sure about the number that "time between frames" will represent,
226
241
227
242

228
243
229
-
# Tiled sprite
244
+
###Tiled sprite
230
245
231
246
If you want to create a [Tiled sprite](/gdevelop5/objects/tiled_sprite) (for backgrounds or repeating patterns):
232
247
Prefix the **base name** by `tiled_`. For example: `tiled_Grass Background.png`
233
248
234
-
# Panel sprite
249
+
###Panel sprite
235
250
236
251
A [Panel sprite](/gdevelop5/objects/tiled_sprite) object can be stretched with the center and the border repeated.
237
252
@@ -249,11 +264,11 @@ For example:
249
264
-`9patch_Grass_southwest.png`
250
265
-`9patch_Grass_west.png`
251
266
252
-
# 3D Box
267
+
###3D Box
253
268
254
269
[3D Box](/gdevelop5/objects/3d-box) are not yet supported for manual packaging. It must be integrated and configured in GDevelop then exported as `.gdo` by a right-click on the object.
255
270
256
-
# 3D Models
271
+
###3D Models
257
272
258
273
Supported 3D file formats are:
259
274
@@ -277,19 +292,19 @@ Supported 3D file formats are:
277
292
278
293
There's no need to add images preview for the models, the asset store will automatically generate them.
279
294
280
-
# Tile map
295
+
###Tile map
281
296
282
297
[Tile map](/gdevelop5/objects/tilemap) are not yet supported for manual packaging. It must be integrated and configured in GDevelop then exported as `.gdo` by a right-click on the object.
283
298
284
-
# Fonts
299
+
###Fonts
285
300
286
301
Put the fonts in to a `Font` folders.
287
302
Formats supported are:
288
303
289
304
- .ttf
290
305
- .otf
291
306
292
-
# Package audio
307
+
###Package audio
293
308
294
309
Put your audio files `.aac`, `.wav`, `.mp3` (prefer `.aac`) directly in a `Audio` folder, with the name to be displayed: `Laser effect.aac`, `Background music.aac`.
295
310
@@ -312,25 +327,14 @@ This will create high-quality audio files, but using a variable bit rate that wo
312
327
313
328

314
329
315
-
# Spine
330
+
###Spine
316
331
317
332
[Spine](/gdevelop5/objects/spine) are not yet supported for manual packaging. It must be integrated and configured in GDevelop then exported as `.gdo` by a right-click on the object.
318
333
319
-
# Custom objects
334
+
###Custom objects
320
335
321
336
[Custom object (prefab)](/gdevelop5/objects/custom-objects-prefab-template/) with and without variant(s) are not yet supported for manual packaging. It must be integrated and configured in GDevelop then exported as `.gdo` by a right-click on the object.
322
337
323
-
# 2D & 3D Particules emitter
338
+
###2D & 3D Particules emitter
324
339
325
340
3D and [2D particle emitter](/gdevelop5/objects/particles_emitter/) with and without variant(s) are not yet supported for manual packaging. It must be integrated and configured in GDevelop then exported as `.gdo` by a right-click on the object.
326
-
327
-
# Limitations
328
-
329
-
GDevelop have several limitation for now, as they are:
330
-
331
-
!!! note
332
-
333
-
- Sprite sheets **are not supported yet**! Each animation frame must **be a separate image**.
334
-
- Each animation image must have the same pixel size as the other animation states.
335
-
- GDevelop does not support image the origin point for different animations yet.
336
-
- Audio files are not yet supported within the `.gdo` format. Please place your audio files in an `Audio` folder located in the same directory as your `.gdo` file. Subsequently, compress both the `.gdo` file and the Audio folder into a `.zip` or `.rar` archive for submission via the application form.
0 commit comments