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Ray

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A member registered Mar 14, 2016 · View creator page →

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Thanks! 😄

Thanks! 😄

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!

Thanks for reporting! I'm afraid I don't have the equipment to review it properly but I opened an issue for review in the future: https://github.com/raylibtech/rtools/issues/49

Thanks! 😄

Thanks! I think this can be also easely addressed. :)

It will be added on next release!

Thanks! I take note! I think this should be easy to fix...

Thanks! It sounded difficult to reproduce! :D

Thanks for reporting! Not sure if I understand it correctly... please, could you open an issue on https://github.com/raylibtech/rtools to review it?

Thanks for the feedback! I'm actually reviewing that behaviour to zoom to mouse-position in all view modes. Also reviewing the mouse behaviour.

Hi! I imagine you refer to the itch.io rTexPacker version, the Steam version is not available for Linux, only for Windows.

When you save a project a system dialog window should appear and ask for the path and filename to save your .rtp project, does it appear?

Please, could you report this issue to: https://github.com/raylibtech/rtools

I'm afraid there is not much it can be done in that regards. raylib uses stb_truetype for font rasterization. Afaik, it does not support better font rasterization options like ClearType hinting.

It requires OpenGL 3.3 support to run... but it can also be locked by an antivirus.

Nice! Glad it finally worked! Hope you enjoy raylib! 😄

That error is related to linking with raylib shared library and not found by executable, I recommend linking with raylib static library.

That seems related to math library, are you linking with some math library? 

Hi! Afaik, it should work ok on other computers with same OS and system libraries installed. 

If some external resources are required they should be provided along the executable.

It could also be a permissions issue.

Thanks! Glad you like it! :D

And thanks for sharing the template!

Sure!

Yeah! Module files (.xm, .mod) are amazing! One of the best features added to raylib audio! :D 

Hi Jack-Ji! Thanks! No plans to add image creation capabilities like pixel-art for the moment, in any case additional editing capabilities, like shaders editing. Maybe a separate tool but unfortunately my resources are very limited.

This tool is intended for pixel-perfect raygui designs so scaling was not exposed but it could probably be added. 

About resolution, what do you mean? Independently of the scaling the resolution of the created layout is always the same...

Implementing such a system is not trivial, it requires some work, many considerations and probably some limitations. For the moment it's out of scope but if I got more resources (time, money) I could consider working on it.

Thanks! Hope you enjoy it! :D

Installer does not allow to change the directory, it contains multiple compilation scripts preconfigured and choosing another path would require reconfiguring all those scripts. In any case, the installation is self-contained, experienced users can just move C:/raylib to any other directory if required compilation scripts are setup properly.

thanks! glad you like it! 🙂

Actually, there is a toggle button in the main toolbar just for that...

Nice! Glad to know it worked! :D

Just reviewed this issue. 

All the tools are build on GitHub servers using the provided Linux host runner, that use by default Ubuntu 22.04, I tried rebuilding it with Ubuntu 20.04 alternative host. 

I'm uploading a new file but please note that this new version is a development version with some improvements and new features for the tools and not much tested. 

Please, let me know if it works for you! :) 

I'm afraid there is no such option at this moment, pivot-point setup is manual for required sprites... but I take note for a future version!

raylib is a C programming library to code games using a code editor. It does not include a visual tool like Godot, Unity or Unreal.

I'm afraid this is not possible at the moment. I'm a solo developer and my resources are very limited. I can't implement a macOS build system and test everything properly, it would imply considerable amount of work. I neither have a mac and never used one so it would require some investigation...

But, afaik, raylib works on macOS without problems so if anyone is willing to help on that regards, it will be really appreciated. All my tools use a similar build system, based on GitHub Actions and some of the tools are open source. If anyone feels brave enough to implement a macOS build action, that would be great! Here there are some sample workflows, they could be used for reference to implement a macOS equivalent: https://github.com/raysan5/rfxgen/tree/master/.github/workflows

Still, it would require testing...

No, but you can build it yourself: https://github.com/raysan5/rguistyler

You can check raylib Wiki for details: https://github.com/raysan5/raylib/wiki/Using-raylib-in-VSCode but I also recommend joining raylib Discord and ask the community if you have any problem with the configuration.

I think so but I haven't tested it.

Nice! Feel free to share your creation on raylib Discord community, there is a #madewithraylib channel for that. Also, you can share your creations in raylib GitHub Discussion: https://github.com/raysan5/raylib/discussions/1326

Hi! Nice application! You can use LoadImageFromScreen() to get screen data as an Image and LoadTextureFromImage() to get a Texture2D to draw on screen again but this can be very slow...

Actually, I considered that option but I decided to keep that image-editing functionality separate from the packaging functionality. You can use rTexViewer to edit the pixel-format of your exported atlas.

Thanks! Glad you like it!