[[ Last post contains the new version ]]
How are you doing? It's great to see the Forum so active and so many people making and sharing great games, emulators, music, etc... I think it's time to make more tools :) I am working on a sprite editor that will be compatible with Pico-8. I made a little GIF so you can see it in action.
I am open to any suggestions, so please let me know what you think and what you would like to see in future versions :) Cheers
GraphicsGale is a good free pixel editor with some awesome builtin functionality. Stuff like right-click to sample color, right-click-drag to make a selection. It might be good to check out as a resource.
As far as PICO-8 specific, it could be cool to have auto generated code you can copy-paste into a project to animate a range of cells made in your editor. Something that makes graphical coding easier and standardized for newcomers.
Oh, didn't know about shift-drag. As a lazy person I prefer when it's completely mouse based, though. GraphicsGale makes it a selection when you leave the current pixel still dragging, and deselects the range when you right click outside of it. I always thought that was a good way of doing it.
Thanks very much for your feedback. I wrote down all your suggestions guys. @matt made a good point :) I will try to match the features of the built-in editor first.
In regard to the right-click I am using it to delete pixels at the moment. It feels good. I think Deluxe paint used to do that, isn't it?
So right click is just a fixed black pen? Yeah, no, I don't think that has many use cases, I want the ability to dither and select nearby colors without moving over to the side palette. Oh, and if you could make the arrow keys step one pixel in any direction (literally move the mouse cursor the zoom distance), that would be great. Another GraphicsGale feature. =)
I added a tilemap exporter/importer to my basic sprite editor. So now is possible to do
the level design of games and stuff in Tiled and keep working on Pico8 later.
I love Tiled and I feel is possible to experiment faster with ideas when using it.
I used Love2d to make this on a Mac computer. I will explain how to use it on a Mac but it
should be easy enough to transfer use it on Windows. This is the way it looks :)
1) Download and install Love2d and Tiled
2) Download pico_export.love from here :
3) Create a folder and copy love.app and pico_export.love there.
Now let's make it feel like your Pico8 terminal now :)
4) Open a Terminal and now let's start editing the file jelpi.p8 :
$ ./love.app/Contents/MacOS/love pico_export.love jelpi.p8
5) If you change some of the sprites and hit "S" changes will be saved.
Press 1,2,3,4 to switch between sprite banks
6) Press "E" to export your game map to Tiled. It will create a file called jelpi.txt in the Mac save folder located here :
7) Now you just can open jelpi.txt in Tiled and start editing :) Any change you do in the editor it will be
displayed in Tiled automatically. Once you are done go back to the sprite editor and press import.
8) You can create a cart from scratch too using
$ ./love.app/Contents/MacOS/love pico_export.love cart_name.p8
And cart_name.txt for Tiled.
I did plenty of testing and everything runs ok. But still under development so use with care :)
Please let me know stuff you will like to see in the future, if you like Tiled ... Have fun !
I don't think this kind of things will affect Pico8's sales. In fact I think it might help selling it even more.
And I didn't do the Tilemap editor inside the sprite editor because I thought that using a tool so evolved like Tiled was more helpful for the Pico8 community.
[Please log in to post a comment]