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67

Here's a quick hack that works with any image editor. If your tile image is called tile.png, create an index.html like this: <body style="background:url(tile.png) repeat 0 0"></body> (Thanks @Deryllium for the simpler alternative!) Open that in a web browser. Whenever you need to check how well the image tiles, save it, and refresh the web ...


18

Using photoshop or GIMP, you can use the offset command. If you are working for say a 100x100px image, you can offset it 50px in each direction, and the seam where the image tiles together will be displayed in the middle of the image. This page has screenshots demonstrating how this works: http://blogs.adobe.com/jkost/2015/01/how-to-create-a-seamless-...


17

In short: Develop programs used by others to create something (i.e. tools). A popular and easy example would be a level editor for a game. But this could be a lot more behind the scenes, like some version tracking program, a bug tracker, forums, some checker to verify content is without mistakes, etc.


17

Krita has a feature that allows you to edit tiling textures and see the changes update live. By pressing the W key, it enables wrap around mode, which makes this possible. A youtube video of this feature in action is available here. (feature is enabled at 0:12)


13

"Bedard and Fish created their own editor for Fez, called the Fezzer" (Source) If you need a simple 2D tile editor, Tiled is a choice that works for me. There are many others available, some tile-based and some not. A couple more examples are Ogmo and Gleed2D. Note that all they do is create data - you still need some code in your game to make sense of the ...


8

I suggest automatically generating, and maybe caching, the convex collision meshes instead of creating them by an external tool. However, I am not sure which of the following ideas is what you want. Do you want to end up with a single convex shape for a single model? That would be a convex hull around all vertices. Of course that simplification results in ...


7

ImageMagick's montage command can do this. For example, to compile a bunch of irregular-sized sprites into a sheet of 32 × 32 pixel tiles, you can do: montage sprite*.png -geometry "32x32>+0+0" -background none sheet.png The -geometry "32x32>+0+0" option above will resize all the sprites to 32 × 32 pixels (adding transparent space ...


6

A tools programmer is a specialized role, one that is becoming essential to production. You are essentially someone who looks at the pipeline used to create a game and find ways to optimise the process. As a tools programmer for several triple-A games, I have done: Create new editors, e.g. level, graph, and sound, for designers to use. Extend, fix bugs, ...


6

Make your tile a tiled wallpaper on you desktop. Super easy and no coding or extraneous software.


5

RakNet's FAQ has some recommendations for such tools: How do I simulate lag? In a hurry, use RakPeer::ApplyNetworkSimulator. But I recommend http://www.netlimiter.com/ instead. There is also Network Emulator Toolkit (NEWT) from http://blog.mrpol.nl/2010/01/14/network-emulator-toolkit/ or http://blogs.msdn.com/b/lkruger/archive/2009/06/08/introducing-true-...


5

I have had some luck by using GIMP 2.8.2 and the DDS plugin for GIMP. It allows for opening, editing, and modifying the main image and the sub-levels, and then saving them. The levels are presented as layers in GIMP. I don't have any experience for the quality of the exports, as I've only actually had to use one level of mips in my own projects. GIMP ...


5

Since I get the idea that you have rolled your own custom game software, you might as well roll your own shader tool. If you show the GLSL compile errors you are halfway there. To bring the experience up to something realistically usable, integrate inotify into your shader loader, and trigger your engine to re-compile shaders when a change happens on disk. ...


5

There's a list of software to simulate color blindless here, on Daltonize.org. The shame is that most of the links are dead. One listed entry is Visolve, which seems to be relatively serious commercial software. If it really transforms the entire computer display colors, then that would be a perfect fit, if you're OK with paying the price. Side note: if I ...


5

If you want to test multiple images, it may help to have an mini webapp based on Anko's answer. This will let you drag images onto the page to let you test them in quick succession: window.addEventListener('load', function() { document.body.addEventListener('dragover', function(event) { // Accept the drag event.preventDefault(); }); ...


4

You probably want the ImageMagick Convert Command-Line Tool: It is very easy to manipulate images, for example to resize: convert input.png -resize 200% output.png


4

There are two supported GLSL editors for OS X. The first, known as Shader Builder, comes with the Graphics Tools available from the Apple developer website. The second is the open source Shader Maker. Neither of these tools are strictly for OpenGL ES 2.0, but the best workflow would probably be to get the look you want before you determine how to get the ...


4

I just can't replicate the issue with FolderBrowserDialog.ShowDialog hanging, so I've created a new version of the app (version 9) which has a new 'Prompt for Export Folder' option. Unchecking this option removes the need for the dialog box. You can download version 9 from my site Alferd Spritesheet Unpacker version 9. On the 'Options' form untick the '...


4

There are tools for creating spritesheets from individual images that will also output a meta-data file describing where each image is placed in the spritesheet. For example you could use Texture Atlas Generator to create the spritesheets. In this blog post I show how you'd work with the output to get animations playing in Flash quite effortlessly. Even if ...


4

There is no guidelines for this, as it's based on your own opinions, priorities, needs and such matters, that none else can really answer. However, i'll give it a shot. Code your own stuff if: You really just wanna learn to program and become better in it. There is no tools made for this job. You are kind of person ( like me ), who can't seem to finish ...


4

Windows 10 Settings In Settings app, there is a section of "Ease of Access".In this section, in the "Color filters" tab on the left, you can "Turn on color filters". This can simulate vision of people who cannot see any color. Intel UHD Graphics Control Panel For users with Intel graphics card, in the "Color Enhancement" section of "Color Settings", by ...


4

Of course you can make everything yourself if you want to. Game engines aren't magic. There is nothing they can do which you couldn't program on your own if you were willing to invest a lot of time and effort. But the question is is it worth it? Using a premade engine means you have already solved a lot of the common problems every game needs to solve, like ...


4

Handling hitbox and hurtboxes is something usually the artist and game designers decide. In the ideal situation these boxes are manually created for each frame of animation. The main reason for creating them manually is because these boxes are context sensitive- that is, you need to understand what part of the character is dealing damage or what part of the ...


3

If you use Photoshop, you can use this method. Set units to pixels. Edit → Preferences → Units and Rulers. Open the Info tab to see the current mouse position. You can also draw a Rectangle Marque selection around your sprite and see it's width and height in the Info tab.


3

You can check Spriter: http://www.brashmonkey.com/spriter.htm


3

There is actually a doll for exactly this purpose: It appears to be under development by SoftEther Corporation. However, I imagine such a solution might be overkill. An alternative would be to use a GI Joe for your modeling. Record video of your GI Joe manipulations from the front, side and top. Using these synced videos, you can go frame by frame ...


3

Well, your idea sounds great, but unfortuanately am afraid it's only great in theory , the reasons am saying this are: First of all you need actual real life models of each asset in order to produce their 3D counterparts I highly doubt that this is actually cheaper and easier than modelling and drawing or even buying (or getting for free ) your assets, you ...


3

The number of team members is irrelevant. Whether or not to invest time in tool development is a simple cost/benefit analysis. Make an estimate how many hours it will take to develop a tool and how many hours of work it will save you in the long run. When the first number is smaller than the second, go for it, otherwise do it manually. Also, never forget ...


3

All the tool does, I'm pretty sure, is unpack some data files (XML serialization is easy to set up), present it to you in a readable format, and pack the files back up again when you hit the save button. The game then just uses those same data files while running. AGE looks like it's made with Windows Forms or one of those other standard Microsoft UI ...


2

Shoebox is a great tool for this purpose and rather flexible. http://renderhjs.net/shoebox/extractSprites.htm It's AIR based, so you can use it on OSX or Windows. It's drag/drop automagic at it's best.


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