About This SoftwareAtlas Tile Editor (ATE)2D TILE CREATOR! What's an Atlas Tile? In games of yore, atlases (also known as sprite sheets) combined to form the entire world of a game. You could build the world by using a single texture, which helps decrease "texture swaps" in GPU hardware, and speeds up the game's rendering, while also helping the world get made by reusing art stored on these atlases. Yes, you can save to PNGs and use the output from this program in RPG Maker or GameMaker or Construct or AppGameKit or .. many more game engines! Atlas Tile Editor (ATE) is an up-and-coming tile editor that will allow pixel artists:
Whoa whoa whoa, wait, you mean you can put actual geometry on these tiles? Yes, the entire premise of the Atlas Tile Editor is to provide a way to draw tiles on the fly from a single texture, but using 2D geometry to allow multiple samples from this texture to create essentially new artwork as a collage. The 2D geometry is then assembled into a VBO and displayed in your favorite engine using a shader. Just to recap, here's what you'll do in Atlas Tile Editor (ATE): 1) Create customized tiles from texture atlases. 2) Save "baked" tiles as PNGs 3) Save "unbaked" tiles as ATE packages. 4) Save "unbaked" tiles as CSS/JSON packages. 5) Save your workspace to recall your work whenever you'd like. 6) Create and associate customized height maps, which are converted automatically to normal maps. 7) Export tile packs with height maps, normal maps and color maps. 8) Import and pack tiles using BestRectPack algorithm. 9) Import and pack tiles using "row and column" packing (to create Sprite Sheets) 10) Add, rotate and stretch tile geometry with granular control. Future features may include: - Create short replayable presentations in HTML/CSS or - Create 2d particle FX systems and "bake" films of their animations - Create 2.5D isometric tiles and export them with normal mapping. - Create a "3D" atlas tile, similar to a Minecraft block a09c17d780
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THIS PROGRAM SUCKS DONT BUY IT! Atlas Tile Editor December Update:
Thanks to all of you who have supported ATE during the launch! For those who haven't, if this tool looks good to you -- grab it! It will be under continuous improvement for 10 more months during Early Access. (October 2018) What can you do with ATE? ATE is an art tool for creating collages that serve as game tiles for games that use 2D, 2.5D and 3D worlds. ATE also performs image processing and texture management for helping with assets for game engines and other animation software.
What kinds of programs does ATE work with?
What will you be able to do after Early Access is over? We're trying to incorporate many new features:
Why have you entered into Early Access? Early access is a funding model in the computer game industry by which consumers can pay for and obtain access to the pre-full-release versions of software, while the developer is able to use those funds to continue work on the product. Those that pay to participate typically help to debug game, provide feedback and suggestions, and may have access to special materials in the game. The early-access approach is a common way to obtain funding for indie games and may also be used along with other funding mechanisms, including crowdfunding. We're on a shoestring here, so your support and interest in developing this tool is appreciated! ATE is a great tool from my perspective, if it needs something that it doesn't have for you, tell me about it! What are some less obvious uses of ATE? There is no resolution limit on ATE except in your hardware. This means you can do high resolution tile editing using high resolution Atlases on the most modern hardware. It's not just for low-res pixelated images. You can remix previously created tilesets by converting the tilesets into an atlas, then using those as source material to create new tiles. This is a rinse-and-repeat method that allows you to start simple and build toward complexity like no other tile editor.. Are you using ATE to make a really cool game?: Sound off by writing RT @LAGameStudio and share us a pic and a link (optional) to your game and we'll retweet it and give you kudos!. Atlas Tile Editor - Early Access Tutorial #1 Released: https://www.youtube.com/watch?v=vlbSDT_tVKE See it on YouTube in all of its glory.. Magica Voxel features: shovel in ground: The first of several Magica Voxel updates is live! I'm excited to announce that the groundwork is laid for supporting interoperability with Magica Voxel .vox files. You can process individual files or entire folders containing magica .vox files, and ATE will pump out versions of the .vox files from top-down for the height, color and normal map channels. This opens up a number of possibilities to use Magica Voxel in creative ways. You should see "Magica Voxelizer" as a new option in the main Workspace menu!
Upcoming improvements to this new set of features:
Once this feature reaches a density of usefulness, I'll create a video tutorial outlining not only the features, but how to use Magica Voxel. If you've never used Magica Voxel before, you can find out more about this great free project here: https://ephtracy.github.io/ Please note, an earlier, but good version of Magica Voxel has been added to the Utilities folder. I also wanted to mention that we've added a Console window to help illustrate the great complexity that is under the hood in ATE: Atlas Tile Editor. During long operations, the console window will show you exactly what ATE is doing! Please take a moment to respond if this feature is useful to you. . Tutorial 2: Mulligan Particle Generator: Yay! Mulligans have arrived. Updated already, check the tutorial here: Tutorial #2 for Mulligans You can take a look at more flares by visiting GML-Pro Pack on Github: http://github.com/h3rb/gml-pro Previous announcement: It's Christmas Eve, and the Mulligans are coming! Today I've laid the groundwork for the Mulligans. In the next two weeks I will be finalizing this feature and releasing it. Mulligans are an alternative way of creating explosions, particle effects, bullets and the like. In addition to creating the individual particles, I'm planning an export feature that will provide you with a way of exporting one or multiple mulligan effects. Here's an example from Fringes of the Empire: https://twitter.com/LAGameStudio/status/767571233185599488 Why the term, Mulligans? We're not talking Golf here... The term derives from a hobo term meaning a "stew of odds and ends", but also if you go further back, the term relates directly to "explosive", "missile", "mine" and "gunpowder" -- it also means a mishmash and a medley. Our medley consists of: waveforms (for easing/tween effects), images, numeric values and ranges, and of course, WAV sounds! By the way you can capture them when in windowed mode, using Screen2Gif (https://www.screentogif.com) What the term means in ATE is simple: Particle systems built of a combination of images and sounds to make a "audio-visual effect soup" ... you can create and manage your mulligans, and what's more exciting, you can then mix your mulligans and export them in a few different ways: 1) You can snip and clip them together into a "final mulligan" that stacks multiple effects on top of each other, or lets you otherwise manipulate them in time and duration. 2) You can export just the JSON for each frame, so your engine can display them per-frame, generated on the fly. 3) You can export them frame-by-frame (no sound, though it does provide you with the JSON to play the sounds so you don't forget which ones you've picked) Once you've exported them frame-by-frame you can: 1) Re-import them and assemble them into a sprite atlas 2) Trigger ffmpeg to build them into an MP4 file or animated gif 3) Use individual frames as a source for making new mulligans! 4) Use them in GameMaker, RPGMaker or other game engines! I will produce a tutorial showing off these features when they are ready in early January. Stay tuned! And, if I don't get back to you in time, Happy New Year!. Atlas Tile Editor (ATE) : Early Access launched, and we're off and running!: Thanks to all of you who have supported ATE during the launch! For those who haven't, if this tool looks good to you -- grab it! It will be under continuous improvement for 1 year during Early Access. What can you do with ATE? ATE is an art tool for creating collages that serve as game tiles for games that use 2D, 2.5D and 3D worlds. ATE also performs image processing and texture management for helping with assets for game engines and other animation software.
What kinds of programs does ATE work with?
What will you be able to do after Early Access is over? We're trying to incorporate many new features:
Why have you entered into Early Access? Early access is a funding model in the computer game industry by which consumers can pay for and obtain access to the pre-full-release versions of software, while the developer is able to use those funds to continue work on the product. Those that pay to participate typically help to debug game, provide feedback and suggestions, and may have access to special materials in the game. The early-access approach is a common way to obtain funding for indie games and may also be used along with other funding mechanisms, including crowdfunding. We're on a shoestring here, so your support and interest in developing this tool is appreciated! ATE is a great tool from my perspective, if it needs something that it doesn't have for you, tell me about it! What are some less obvious uses of ATE? There is no resolution limit on ATE except in your hardware. This means you can do high resolution tile editing using high resolution Atlases on the most modern hardware. It's not just for low-res pixelated images. You can remix previously created tilesets by converting the tilesets into an atlas, then using those as source material to create new tiles. This is a rinse-and-repeat method that allows you to start simple and build toward complexity like no other tile editor.
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