Play tool
Atlas Decomposer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Usefulness | #4 | 3.800 | 3.800 |
Quality | #4 | 3.000 | 3.000 |
Ease of use | #4 | 3.200 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The use case for the tool itself is great. I have been using online services before to extract individual frames from a sprite sheet. It's also nice that there is an option for image filters like greyscale.
Some suggestions for improvement: I have only see the option to adjust grid size settings with mouse drag and drop. It would be great if there were the following options to have a more accurate/faster way of getting the right grid size:
1. textfield inputs for defining the x and y cell count of the sprite sheet. for example 4 on x and 6 on y would split the texture into 4 columns and 6 rows.
2. textfield to define the pixel size for an individual cell.
3. Optionally include a textfield to define pixel padding. each sprite cell will have this amount of pixels removed from its borders. I don't think it's necessary but I have seen that some sheets are set up for some padding too. Usually uncommon though.
Thanks for your comments.
I struggled with the pixel padding question and didn't come up with a good answer. I've seen spritesheets that have 16x16 sprites but with a pixel of padding so the grid is 17x17 but the padding was also fully transparent so you could cut the sprites at 17x17 and either use them like that or leave the problem of putting them back into a spritesheet to a different program. I tried out adding textfields but couldn't stand how they fit in with my theme of making the spritesheet take up as much room as possible. After the jam voting period is over I might take a hint from EZ_SUBS (another similar entry in this jam) and have textfields appear when you press Enter.
Its a very interesting tool, great concept, with some work it could become a very useful tool. The palette tool is quite nice!
I have to admit that this is more useful than I initially thought.
Especially when you want to rearrange tiles.
The symbol function takes a little getting used to.
For example, it shouldn't be possible to drag the frame beyond the borders of the image.
It would be nice if the position of the frame matched the mouse.
Don't misunderstand - you can manage but it doesn't feel right.
The info where the icon or images are stored could be displayed longer.
Or alternatively be displayed as a tool tip when the mouse pointer is on the save button.
A "power of two" switch would also be a good idea that snaps the grid accordingly when dragged. (8x8,16x16,32x32,...)
Zooming in and out with the mouse wheel would also be useful.
Thank you for your comments. I have the icon selection dragging/sizing more slowly than the mouse moves and not snapping to the mouse position so I can position to exact positions more easily. I was thinking about using space as a turbo key that would have it drag and size more quickly and snap to the underlying grid. Maybe I could use space while sizing the grid for your power of two idea.
hey, godling. nice little tool. appreciating the Mono feature and may have to "borrow" it for my entry post-jam (i didn't get the background removal function working correctly before the jam but they would be using basically the same function). otherwise, i would appreciate a ""snap" feature where sizing the grid or outline for the Icon was a bit difficult to adjust for me. otherwise, nice work :)
Thanks for testing it out. I saw how you did that fancy snap selection on your entry, but the Icon feature is meant to capture images that don't conform to the grid. I wanted to make the tool as mouse-only as possible, but I can see the advantage in having a key that expands the selection to the nearest grid box.
not sure if were asking how to do the "fancy" snap but if you're using (positive) integers only (ie, Screen coords), then ThisValue = (ThisValue/Size)*Size will return the nearest Snap position.
Since GetPointerX/Y() return Floats, ThisValue = FLOOR(GetPointerX()/Size)*Size will do the same while accounting for negative values (imagine a map editor using SetViewOffset() or the like where you may want Sprites, Text, etc, to Snap to position on both sides of 0,0).
for Atlas Decomposer, perhaps offering the option to Snap would be fitting. something like If ShiftKey() then Snap() else Dont while defining the Icon
I do use SetViewOffset() to keep the spritesheet in the upper left corner. The Shift option is a good idea. Right now Shift+drag, Ctrl+drag, and Alt+drag all do the same thing, but I'll think about some options to allow snapping to the underlying grid. Maybe Space to snap all current sides to the grid, and Shift+drag to snap while resizing.
I experienced a few issues with this. Hope this feedback helps:
I should add that I was running your app via Parallels on a Mac as I don't have access to a Windows PC
Thanks for your comments.
I tried the spritesheet you attached, and it fails on this line: id = LoadImage( file$ ). I loaded it in GIMP and exported as png with default settings and it loads without an error. Are you able to load the file you attached with LoadImage()?
Switching colors in the Mono tab takes under a second for me. I could probably do some of the work it takes in smaller steps in the background.
You can move the icon selection with ctrl+drag so you can define an icon, save, recolor, save, move the icon, save, change size, save, and like that. If you save without changing the icon, then you save each sprite in the grid as a separate file.
I couldn't reproduce the problem with dragging the grid. The grid can be as small as 1x1 or as large as your spritesheet.
I'll try again tomorrow on my work laptop which is Windows, as I don't need to install anything. The problems could all be related to Parallels on the Mac.