WIP… Thursday?!WIP… Thursday?!WIP… Thursday?!May 7, 2026May 7, 2026May 7, 2026
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Hey, everyone! I’m here for a Work-In-Progress Wednesday Thursday! On top of already running behind from being sick last week (feeling better this week!), I’ve been dealing with some of my folks’ medical stuff and just got back from the emergency vet to get Zephyr to barf after eating a human medicine pill. (She’s fine!)
So, this is just gonna be a little check-in post, and the next Gigapack update will get moved to next Friday. Here’s a few things I’ve been up to:
Gigapack Spritesheets Update
This issue was brought up by a new patron- Some of the spritesheets in the Gigapack are kind of big. Not tall necessarily, but wide. Some long animations can have a sheet over 8000 pixels wide! This hadn’t been a huge issue before, but some of these sheets are running into some users’ max texture sizes, so I definitely wanted to address the spritesheet layout in the next update.
In the first pic above, you can see the “before…”
And in the second pic, “after!” The original method of spritesheet generation was purely horizontal sheets, while this new method makes more rectangular or square sheets. Each sheet’s width and height is a power of 2, so using them in-game is as optimized as possible! Parsing the sheet’s metadata is the best way to do that- It’s always in the format “filename.png = x y w h”. If you’re importing to Unity or another tool and wish to slice the sheet into individual frames, just take a peek at the metadata to get the frame size and you should be good to go.
In the next update, all spritesheets will be updated to use this new layout.
Localization
So, this is a new one for me. I’ve never really implemented any sort of localization stuff in my games or tools, but as I continue working on SparkBolt Studio and as I write the script for Atmocopter, I’ve been thinking about how I’d go about it. If you’re unfamiliar, “localization” is the process of adapting and translating a product’s text for other regions.
The first step is to have some test data. I wrote some test messages in a spreadsheet and gave them unique IDs, which I’ll use in the game or app instead of directly putting these strings in the program. Then I wrote some Japanese translations (which may or may not be perfect, it’s been a while since I wrote any), and designed a new type of asset for my engine so it can load them.
As you can see above, I’m able to select a language and successfully display the message! For now I’m only displaying it through Dear ImGui, since I haven’t exported a Japanese sprite font to use with the engine’s text class.
Emoji, on the other hand, don’t display since I haven’t added them to the font. I’m not sure how far I’m willing to go to support them at this point, but for now they make a good “missing glyph” test case!
It’s kind of interesting that I’m just getting to a point where I feel like I can write some actual lines of dialogue for Atmocopter, just as I’m getting to the point where I can have an asset format that supports it. While I was at the hospital waiting for my dad yesterday, I got a lot done on Atmocopter’s story outline, so I’m excited to continue work on it!
Next Gigapack Update: New Text Symbols
The next Gigapack update will include text symbols made with a brand new font!
This font is nice and quirky, and I’m going to spell out things like…
- “Wow!”
- “Bonus!”
- “Radical!”
- “Nice!”
…And so on. I haven’t decided yet how the animations will play out, but expect them to be happy, bouncy, and colorful!
Schedule
Here’s my updated tentative schedule for the next month:
I’ll be on a much-needed break starting this weekend, but until then I’m going to continue work on new effects so I can bring you that update next Friday. Zephyr and I are going to enjoy the springtime!
Thank you for your support, and see you again soon! Can’t wait to get more pixel art to you!
-Will