Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
looking for a simple sprite/tile sheet editor with animation tools
#1
Hey peeps! 

I'm looking for a sprite/tileset editor with drawing functions similar to Paint or even Paint.net, but also includes tools to help with animation, mockup layouts, etc. 

I'm thinking a single-screen, point-and-click all-in-one tool, that displays the whole tileset, an editing pane, an area to draw a few test tiles for a mockup, a palette color strip, an area to define + test animations, and an area for tools and other info. 

As you edit a tile, if you have drawn a mockup, the changes to the tile would be reflected in the mockup as you edit. 

I'll include a very hastily thrown together mockup to communicate the kind of thing I'm envisioning. 

I'm wondering if anything like this already exists, I wouldn't want to reinvent the wheel unnecessarily. 

Any info appreciated!

[Image: sprite-editor-mockup.png]
Reply
#2
I'm not sure of any solutions in QB64, there is Aseprite. It is very good for pixel art.
Reply
#3
(07-12-2023, 08:08 PM)justsomeguy Wrote: I'm not sure of any solutions in QB64, there is Aseprite. It is very good for pixel art.
Thanks for the info - for this I am looking for something more tile-based, a tileset editor mixed with a tile map and animation editor, and preferably with source code, preferably QB64 or Python as a distant 2nd - but I will definitely keep this in mind for sprites. Thanks again!
Reply
#4
(07-12-2023, 08:46 PM)madscijr Wrote:
(07-12-2023, 08:08 PM)justsomeguy Wrote: I'm not sure of any solutions in QB64, there is Aseprite. It is very good for pixel art.
Thanks for the info - for this I am looking for something more tile-based, a tileset editor mixed with a tile map and animation editor, and preferably with source code, preferably QB64 or Python as a distant 2nd - but I will definitely keep this in mind for sprites. Thanks again!

Here's another one: https://github.com/RetroNick2020/raster-master
Reply
#5
Thumbs Up 
(07-12-2023, 09:33 PM)RhoSigma Wrote: Here's another one: https://github.com/RetroNick2020/raster-master

Thank you for informing about this program. New release yesterday. Windows only but something could be easily done about it. +1
Reply
#6
(07-12-2023, 09:33 PM)RhoSigma Wrote:
(07-12-2023, 08:46 PM)madscijr Wrote:
(07-12-2023, 08:08 PM)justsomeguy Wrote: I'm not sure of any solutions in QB64, there is Aseprite. It is very good for pixel art.
Thanks for the info - for this I am looking for something more tile-based, a tileset editor mixed with a tile map and animation editor, and preferably with source code, preferably QB64 or Python as a distant 2nd - but I will definitely keep this in mind for sprites. Thanks again!

Here's another one: https://github.com/RetroNick2020/raster-master
Thank you, I'll give if a look!
Reply
#7
Some more:

Tile Studio (sourceforge.net)
Mappy Tile Map Editor - A utility for creating flexible 'maps' for 2D and 3D tile based games
Tiled | Flexible level editor (mapeditor.org)
tIDE: Tilemap Integrated Development Environment (colinvella.github.io)
Reply
#8
@TempodiBasic started some tut for this, what happened?

What I would do first is get code for isolating a rectangle block from Sprite sheet to display in editor and have code ready to save the edited image back into the sprite sheet. The rest of it has been worked out by johnno and I at the old forum. Now with QB64pe there are better tools for Loading and Saving Dialogs along with Message and Input Boxes. We were only working with whole images not blocks in a Sprite sheet.

Oh hey the darn thing still works! Just had to fix a Function in SaveImage.BM when functions names could no longer be used in calc's.
   

One more screenshot:
   

See Terry's Game Programming tut for animation after the Sprite Sheet is made.


Attached Files
.zip   SprDraw v04b3.zip (Size: 400.98 KB / Downloads: 28)
b = b + ...
Reply
#9
(07-13-2023, 01:07 AM)bplus Wrote: @TempodiBasic started some tut for this, what happened?

What I would do first is get code for isolating a rectangle block from Sprite sheet to display in editor and have code ready to save the edited image back into the sprite sheet. The rest of it has been worked out by johnno and I at the old forum. Now with QB64pe there are better tools for Loading and Saving Dialogs along with Message and Input Boxes. We were only working with whole images not blocks in a Sprite sheet.

Oh hey the darn thing still works! Just had to fix a Function in SaveImage.BM when functions names could no longer be used in calc's.

One more screenshot:

See Terry's Game Programming tut for animation after the Sprite Sheet is made.

Thanks for sharing this, I'll give it a look. 

(07-13-2023, 01:07 AM)bplus Wrote: Now with QB64pe there are better tools for Loading and Saving Dialogs along with Message and Input Boxes.

I've seen threads here about InForm and simple GUI functions, is there an example specifically about how to do an inputbox, like you can in vbscript? For example:
Code: (Select All)
dim sInput
sInput = ""
Do
    'InputBox(prompt[, title][, default][, xpos][, ypos][, helpfile, context])
    sInput = InputBox("Type your name?", "MyTitle", "default value")
Loop While (Len(sInput)=0)
msgbox "Hello " & sInput

Thanks again!
Reply
#10
(07-19-2023, 03:54 PM)madscijr Wrote:
(07-13-2023, 01:07 AM)bplus Wrote: @TempodiBasic started some tut for this, what happened?

What I would do first is get code for isolating a rectangle block from Sprite sheet to display in editor and have code ready to save the edited image back into the sprite sheet. The rest of it has been worked out by johnno and I at the old forum. Now with QB64pe there are better tools for Loading and Saving Dialogs along with Message and Input Boxes. We were only working with whole images not blocks in a Sprite sheet.

Oh hey the darn thing still works! Just had to fix a Function in SaveImage.BM when functions names could no longer be used in calc's.

One more screenshot:

See Terry's Game Programming tut for animation after the Sprite Sheet is made.

Thanks for sharing this, I'll give it a look. 

(07-13-2023, 01:07 AM)bplus Wrote: Now with QB64pe there are better tools for Loading and Saving Dialogs along with Message and Input Boxes.

I've seen threads here about InForm and simple GUI functions, is there an example specifically about how to do an inputbox, like you can in vbscript? For example:
Code: (Select All)
dim sInput
sInput = ""
Do
    'InputBox(prompt[, title][, default][, xpos][, ypos][, helpfile, context])
    sInput = InputBox("Type your name?", "MyTitle", "default value")
Loop While (Len(sInput)=0)
msgbox "Hello " & sInput

Thanks again!

Re: InputBox

see https://qb64phoenix.com/qb64wiki/index.php/  crap! wont link because of _,  just lookup _INPUTBOX$ in Wiki

Since QB64pe v3.4 we have built in _InputBox$ and other vital Dialogue boxes like MessageBox see the bottom part of _InputBox$ of Wiki for complete list of built in Dialogues, you don't need to use InForm for these popup modal functions. 

These were not available when johnno and I were working sprite editor so they would cut allot of my code for Sprite Editor. But like I said you will have to work out code for isolating a image block from sprite sheet to work on in editor and the save the modified block back to the sprite sheet. @TerryRitchie 's Tutorial will likely have at least getting an image block from a sprite sheet for editing, I will bet real money! Might be a little tricky getting the edited image saved back into proper place of sprite sheet.

It's as easy as this:
Code: (Select All)
myinput$ = _InputBox$("Test _InputBox$", "Please type something in or use recommended default.", "Testing 1,2,3")
Print myinput$

BTW one great big advantage of _InputBox$ has over simple Input is you can paste stuff in from clipboard! Another is you don't have to worry about arranging a place on your screen because it works independent of it.
b = b + ...
Reply




Users browsing this thread: 3 Guest(s)