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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Data de lançamento:
31 Out, 2017
Desenvolvedor:

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Software com Acesso Antecipado

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Nota: Este software com Acesso Antecipado poderá ou não sofrer alterações ao longo do seu desenvolvimento. Se não estás confiante no software no seu estado atual, então poderás querer esperar para ver se o software evolui mais um pouco. Fica a saber mais.

O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

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

Aproximadamente durante quanto tempo vai este software estar em Acesso Antecipado?

“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.”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“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.”

Qual é o estado atual da versão de Acesso Antecipado?

“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.”

Este software vai ter preços diferentes durante e depois do Acesso Antecipado?

“No.”

Como estão a planear incluir a comunidade durante o processo de desenvolvimento?

“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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Atualizações recentes Ver tudo (6)

17 de Março

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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24 de Dezembro de 2018

Tutorial 2: Mulligan Particle Generator

Yay! Mulligans have arrived. Updated already, check the tutorial here:

Tutorial #2 for Mulligans

You can take a look at more flares by visiting GML-Pro Pack on Github: http://github.com/h3rb/gml-pro

Previous announcement:
It's Christmas Eve, and the Mulligans are coming!

Today I've laid the groundwork for the Mulligans. In the next two weeks I will be finalizing this feature and releasing it. Mulligans are an alternative way of creating explosions, particle effects, bullets and the like. In addition to creating the individual particles, I'm planning an export feature that will provide you with a way of exporting one or multiple mulligan effects.

Here's an example from Fringes of the Empire: https://twitter.com/LAGameStudio/status/767571233185599488

Why the term, Mulligans? We're not talking Golf here...

The term derives from a hobo term meaning a "stew of odds and ends", but also if you go further back, the term relates directly to "explosive", "missile", "mine" and "gunpowder" -- it also means a mishmash and a medley.

Our medley consists of: waveforms (for easing/tween effects), images, numeric values and ranges, and of course, WAV sounds!

By the way you can capture them when in windowed mode, using Screen2Gif (https://www.screentogif.com)

What the term means in ATE is simple: Particle systems built of a combination of images and sounds to make a "audio-visual effect soup" ... you can create and manage your mulligans, and what's more exciting, you can then mix your mulligans and export them in a few different ways:

1) You can snip and clip them together into a "final mulligan" that stacks multiple effects on top of each other, or lets you otherwise manipulate them in time and duration.
2) You can export just the JSON for each frame, so your engine can display them per-frame, generated on the fly.
3) You can export them frame-by-frame (no sound, though it does provide you with the JSON to play the sounds so you don't forget which ones you've picked)

Once you've exported them frame-by-frame you can:
1) Re-import them and assemble them into a sprite atlas
2) Trigger ffmpeg to build them into an MP4 file or animated gif
3) Use individual frames as a source for making new mulligans!
4) Use them in GameMaker, RPGMaker or other game engines!

I will produce a tutorial showing off these features when they are ready in early January. Stay tuned! And, if I don't get back to you in time, Happy New Year!
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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

Requisitos do Sistema

    Mínimos:
    • Sistema Operativo: 10
    • Memória: 3 GB de RAM
    • Placa gráfica: NVIDIA or ATI
    • Espaço no disco: Requer 500 MB de espaço livre
    • Placa de som: Required
    • Notas adicionais: Supports WinTouch

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