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Hi! Actually I'm already working in some of the proposed features! 

I'm trying to support automatic sprite-slicing by alpha when loading a sprite containing an animation sequence but unfortunately I couldn't get it working yet.

The sprites custom tag/class has been in the roadmap for a long time and it's almost ready! Just testing the best way to expose it in the UI, at the moment I'm using a similar button to pivot-point-edit and a floating window... 

Thanks for the ideas!

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Thanks for your reply! I saw your Youtube interview about Raylib today, it was very nice to see and hear your comments and get to know the producer of this special library.

Glad to hear a custom tag feature is on the roadmap!

As for creating slices, simply drawing boxes would be sufficient for me. Then each box/slice could have the custom tags and points. I would appreciate up to at least two or three points.

Another idea is "zones" which could simply be boxes or any polygons within the slice. This could be used for defining no-walking zones, trigger zones, or even pseudo-vertical zones for testing 2D upright collisions - for example, whether or not a flying arrow hit a tree trunk. You would need a base poly or ellipse, and a vertical line/height point, which should be enough to create a psuedo-3D collision area for a 2D upright object. I have these things in my own game engine but have not developed all the features in an interactive GUI, many of them are coded. I stopped working on it in case such an advanced editor existed, but I'm not sure there is one.

With such features you are technically taking sprites to a kind of "object" level, using a GUI to give them a body of really practical data (as well as user-defined data) that's ready to be loaded and utilized by an engine. The output could be in various formats if needed, but any format would work for me. Just need the data! :)

Thanks for reading.