2D TILE CREATOR! Create reusable sprite atlases and tile sets that reuse the same texture atlas in creative ways. Create advanced geometric tilesets for OpenGL (and DirectX) games in a way never before offered, pair customized tilesets with heightmap and normalmap data using a simple cyborg algorithmic and artistic way of building height...
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Release Date:
Oct 31, 2017
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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Why not get it out there as soon as the core features are ready?”

Approximately how long will this software be in Early Access?

“We'll be working on this for years to come, as we identify new features including those requested by the community. The app will move to Release in roughly October 2018.”

How is the full version planned to differ from the Early Access version?

“We aim to support PNG exporting ( tile 'baking' for export to legacy engines ), fully supporting all three color map, height map and normal mapping exporters. After that we hope to complete columnar atlas assembly (taking multiple input PNG or JPG and exporting to a single or series of sprite sheet PNG) as well as atlas importing (importing previous designed atlases).

After that, HTML exporting features! We hope to also fully support HTML game engines by providing exporters for CSS and JSON so that you can use ATE in browsers for game engines like Pixi.js

Plus, a feature planned that will provide a unique way to build isometric tiles for 2.5d and 3D worlds using this same editor!

We hope one day to fully support Steam Workshop to allow you to showcase and share your work directly on STEAM.”

What is the current state of the Early Access version?

“You can manage and save different workspaces.

Core layer-based grid-painting features are good to go. You can also layer up to 5 layers of rotated quads with no limit reasonable limit on the number of "dropped squares". You can also edit and tweak existing quads without issue.

The ATE format (a text file), is working. You can edit tiles and save them in the ATE format (a textual file format) based on the provided atlases.

You can manually import new atlases by editing a text file (atlases.txt) in the app's workspace folders.”

Will this software be priced differently during and after Early Access?

“No.”

How are you planning on involving the Community in your development process?

“If you have something you think we should add, suggest it right here on Steam or in the thread on Pixelation.org or you can contact us on twitter @LAGameStudio #ATE”
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Recent updates View all (6)

March 17

Magica Voxel features: shovel in ground

The first of several Magica Voxel updates is live! I'm excited to announce that the groundwork is laid for supporting interoperability with Magica Voxel .vox files. You can process individual files or entire folders containing magica .vox files, and ATE will pump out versions of the .vox files from top-down for the height, color and normal map channels. This opens up a number of possibilities to use Magica Voxel in creative ways.

You should see "Magica Voxelizer" as a new option in the main Workspace menu!

  • You can use Magica Voxel to create 3D parallax (normal mapped) texture patterns. These patterns can then be brought directly into your games, or assembled using the Atlas Tile Editor into useful sprite atlases (rinse repeat)
  • You can use Magica Voxel to create sprites by drawing them from the top-down, opening up another way to create 2D art.



Upcoming improvements to this new set of features:
  • Take orthographic pictures of vox files for use as isometric tiles, automatically from multiple angles!
  • Auto-"bake" 3D orthographic (isometric) sprite effects up to 360 times per voxel for smooth 3-dimensionality. This feature is known as "3d sprites" in GameMaker and other pixel art engines.
  • Take pictures of Magica Voxel artwork from multiple angles automatically.
  • Convert Voxels to baked Wavefront .obj files, complete with vertex color data, for use in other 3D engines like Unity and Unreal.
  • Convert to an ATE-specific format, allowing you to fully rig objects in a special format, that can easily be added to 3D game engines, and then bake out those multi-voxel models complete with advanced character rigs. This special format will allow a variety of additional features, allowing your voxel to take on new shapes not possible with standard Magica Voxel files!
  • This ATE-specific format will also allow special baking for 2.5D effects using the "3D png" format. More information forthcoming on this awesome effect!

Once this feature reaches a density of usefulness, I'll create a video tutorial outlining not only the features, but how to use Magica Voxel.

If you've never used Magica Voxel before, you can find out more about this great free project here:
https://ephtracy.github.io/

Please note, an earlier, but good version of Magica Voxel has been added to the Utilities folder.



I also wanted to mention that we've added a Console window to help illustrate the great complexity that is under the hood in ATE: Atlas Tile Editor. During long operations, the console window will show you exactly what ATE is doing!
Please take a moment to respond if this feature is useful to you.
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About This Software

Atlas Tile Editor (ATE)

2D TILE CREATOR!

What's an Atlas Tile?

In games of yore, atlases (also known as sprite sheets) combined to form the entire world of a game. You could build the world by using a single texture, which helps decrease "texture swaps" in GPU hardware, and speeds up the game's rendering, while also helping the world get made by reusing art stored on these atlases.

Yes, you can save to PNGs and use the output from this program in RPG Maker or GameMaker or Construct or AppGameKit or .. many more game engines!

Atlas Tile Editor (ATE) is an up-and-coming tile editor that will allow pixel artists:

  • Create reusable sprite atlases similar to the functionality of GlueIT and TexturePacker.
  • Create advanced geometric tilesets for OpenGL (and DirectX) games in a way not currently available.
  • Pair customized tilesets with heightmap and normalmap data using a simple cyborg algorithmic and artistic way of building heightmaps as you customize tiles, using a provided height atlas.
  • Use the native ATE format, or a JSON exporter for tile overlay geometry features
  • Export "baked" tiles (available, but not recommended) as PNG, for legacy engines or engines that cannot use Atlas Tiles(tm).

Whoa whoa whoa, wait, you mean you can put actual geometry on these tiles?

Yes, the entire premise of the Atlas Tile Editor is to provide a way to draw tiles on the fly from a single texture, but using 2D geometry to allow multiple samples from this texture to create essentially new artwork as a collage. The 2D geometry is then assembled into a VBO and displayed in your favorite engine using a shader.

Just to recap, here's what you'll do in Atlas Tile Editor (ATE):

1) Create customized tiles from texture atlases.
2) Save "baked" tiles as PNGs
3) Save "unbaked" tiles as ATE packages.
4) Save "unbaked" tiles as CSS/JSON packages.
5) Save your workspace to recall your work whenever you'd like.
6) Create and associate customized height maps, which are converted automatically to normal maps.
7) Export tile packs with height maps, normal maps and color maps.
8) Import and pack tiles using BestRectPack algorithm.
9) Import and pack tiles using "row and column" packing (to create Sprite Sheets)
10) Add, rotate and stretch tile geometry with granular control.

Future features may include:
- Create short replayable presentations in HTML/CSS or
- Create 2d particle FX systems and "bake" films of their animations
- Create 2.5D isometric tiles and export them with normal mapping.
- Create a "3D" atlas tile, similar to a Minecraft block

System Requirements

    Minimum:
    • OS: 10
    • Memory: 3 GB RAM
    • Graphics: NVIDIA or ATI
    • Storage: 500 MB available space
    • Sound Card: Required
    • Additional Notes: Supports WinTouch

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