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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發行日期:
2017 年 10 月 31 日
開發人員:
標籤

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搶先體驗軟體

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備註:這款搶先體驗軟體尚未開發完成,且內容可能會有所變動。如果目前的開發進度未使您產生興趣,建議您等待本軟體開發至下一階段再決定是否購買。了解更多

開發者的話:

為何採用搶先體驗模式?

「Why not get it out there as soon as the core features are ready?」

這款軟體的搶先體驗時間大約會持續多久?

「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.」

正式版預計會與搶先體驗版有何不同?

「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.」

搶先體驗版目前的開發進度如何?

「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.」

軟體售價在搶先體驗期間前後會有所變動嗎?

「No.」

在開發過程中,您打算如何與社群互動?

「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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關於此軟體

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

系統需求

    最低配備:
    • 作業系統: 10
    • 記憶體: 3 GB 記憶體
    • 顯示卡: NVIDIA or ATI
    • 儲存空間: 500 MB 可用空間
    • 音效卡: Required
    • 備註: Supports WinTouch

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