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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

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)


6

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


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

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 ...


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

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 ...


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

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

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

V-HACD V2.0 provides better decomposition results than HACD. Check it out! http://kmamou.blogspot.ca/2014/11/v-hacd-v20-is-here.html


2

DDS support is standard in GIMP since version 2.10, plugin installation is no longer required.


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.


2

Check out the Coblis color blindness simulator. Its a web app and you can jut upload an image. Also there are color blind communities such as http://www.reddit.com/r/colorblind. If you put some effort into it I'm sure you can find a real color blind person to help out.


2

Actually I don't think that's possible. Sprite Editor is just a tool to help prepare your spritesheet before you can actually "use" it in your game.


2

To try to answer your question I've Googled for examples, to see what other applications are doing differently, always a good thing to do! Currently your gizmo lines are only 1 pixel wide. This is okay when rendering something in 3D, but makes the lines hard to see. Consider rendering a cylinder instead of the lines to create the gizmo. This will probably ...


1

Ans Q1: Yes, you can build for both devices but you have to assign Keystore for each device or you could just disable the Custom Keystore option inside Player settings -> Publishing settings -> Custom Keystore -> Uncheck box. Like this: Warning: If you uncheck custom Keystore then you would not be able to publish this APK to any store but of course, ...


1

Turns out that using Tiled editor was good enough. I imported actor sprites as tileset and annotated variuous object in each actor "tile", I gave those objects names and exported to tileset. Then from tileset one can easly get information that is wanted (every object on image is exported with x, y, width, height and name).


1

I like the first auto generating solution better, but I'm afraid of the maintenance and upkeeping it may require. Also I can't just keep overwriting their class source file so I'll need them to separate their custom logic in another source file. Would want a clean way to do that, and possibly a clean way to auto import the source code into the project (The ...


1

Take a look at TILED. http://www.mapeditor.org/ It's a tool for creating 2D tile maps including HEX-based maps like the example in your post. Phaser allows you to load tile map data generated by this tool. Once you've created and exported your map you would do something like this in your preload script: this.game.load.tilemap('SweetTileMap', '/images/...


1

In the top-right of Unity editor you should be able to check your current status with Collaborate.


1

Well, I found something interesting...Editor window designer The plugin is almost what I need The project had been started but not completed yet. As the author says: he decided to release Editor Window Designer as an open source project, that code is here For now plugin allows add elements and styling them (position, padding, width, height, e.t.c) Base ...


1

There are two ways to approach a problem like this, empirically and anecdotally. Empirically, you could use tools like Excel or Machinations to model each. What you are looking at are essentially feedback loops. The more you use an item the more likely it is to have a negative effect, but also the more cumulative effect it will have. If you can model the ...


1

In Maya 2014 you go to Modify -> Paint Scripts Tool [Options] -> Setup. Enter "geometryPaint" under 'Tool setup cmd:' and there you have it!


1

From the images it looks like you're actually extending your shin bone by moving the ankle joint (the shin is abnormally long in the second image). Makes sure the joints are parented to each other and that when rotating, the joints rotate around their base, and not around a center much farther away (which would cause translation too). For example, ensure the ...


1

Here is working example of Monogame + WPF interop: http://panthernet.ru/forum/index.php?/topic/21-monogame-wpf-interop-application/


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