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Jeiel Aranal

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A member registered 2 years ago · View creator page โ†’

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I saw your Twitter post so this might have been sorted out already, but replying in case it helps other people as well.

Which renderer are you using? I've only really tested with Blender's internal renderer and the quick material setup is really designed for an unlit look. The material settings may have to be changed to use the Cycles renderer or for a differently lit scene.

The work plane being stuck on a single axis sounds like Axis Lock might be on. It's not covered in the basic tutorial but the written advanced tutorial does. Basically the toggle on the left of the axis indicators in the Sprytile panel.

Sprytile's tools are untested with subdivided meshes and is not really designed for that use case.

This style of rendering is really neat and an unexpected use of Sprytile for me! Would love to be updated with how you push these renders.

Thanks for using Sprytile!

Hi Headclot, thanks for the well defined feature request. I'll put this in the issues for Sprytile, but I wouldn't be able to say when I'll be able to add this feature.

Thanks for using Sprytile!

Posted in Changelog

Older changes

April 16, 2017 - v0.3.1

April 15, 2017 - v0.3.0

  • Fill tool implemented
  • Pressing shift key while snapping changes snap modes.
  • Affordances for object mode panel

April 9, 2017 - v0.2.8

  • Enhanced work axis plane indicator
  • More fixes to build mode, should no longer build behind mesh
  • Integrated Blender Addon Updater, install latest updates from Blender

April 8, 2017 - v0.2.6

  • Fixed build mode regression, unable to build over other tiles
  • Implemented automatic image reload
  • Implemented work axis indicator

April 4, 2017 - v0.2.5:

  • Fixed tile placement crash bug, are we free from Sprytile reset?

April 2, 2017 - v0.2.4:

  • Fixed multiple materials bug.
  • Material/texture setup modified.
  • Advanced Features tutorial added to documentation.
Created a new topic Underwater Cuties

To enhance Sprytile's paint capabilities I'm building a scene that has more organic shapes

A turntable is an interesting challenge to build with tiles, but I was inspired by a pixel art style I've been experimenting with to build it as a circle. It needs tweaking to deal with the texture frequency getting higher as it goes in, but I think it works. A neat bonus is finding out that the paint tool supports doing this quite painlessly.


The most polished part so far is the little submarine. Check it out on Cartrdge for the sketchfab model and more screenshots!

Hi. There isn't a way to repeat the same tile on a single face because it wouldn't be technically possible without a specific shader.

What you could do is use the set normal mode on the face and use the build tool to create to roof tiles along that normal. There's a written explanation of set normal mode in the advanced documentation.

Hope this helps!

Posted in Mini Showcase

Lowpoly Ship by @Hyohnoo [sketchfab link]

Posted in Mini Showcase

Mega Man Legends inspired ship, by @mnrArt

Yep, it would be the limits of Blender and the 3D engine if you're exporting to somewhere else. There may be performance issues with higher polycounts since Sprytile uses raycasting but I haven't really put it through a stress test.

Posted in Mini Showcase
(Edited 1 time)

little submarine built with Blender's mesh tools and UV mapped with Sprytile's paint tools. Part of a bigger scene I'm working on ever so slowly. 

Glad you figured it out!

Cool! If you come up with good settings for the standard shader, could you please share it in the Unity Import Settings thread? Would be nice to have alternatives to unlit materials in that thread. Thanks!

(Edited 1 time)

That's a pretty neat thing you're doing. This issue should be fixable on Unity's side. What is the material you're using?
For reference, I'm testing on Unity with an "Unlit/Transparent Cutout" material and the sorting on the guardrails work correctly.





Thanks for trying out Sprytile! You can see how Unity will render your mesh my turning on Backface Culling. In the right hand side panel of the viewport (press `n` if it isn't visible) expand 'Shading' and toggle Backface Culling on.

There's a way to make faces double sided using a utility that comes with Sprytile, covered in the advanced documentation.

Hope to see the cool stuff you make with Sprytile!

To access tile padding, select a tile grid and expand the Extra UV Grid Settings options. 

Hey folks. Just wanted to let the thread know that tile padding will be in the next release!

That would work as a holdover solution, but it would still be ideal to have a better way built into Sprytile. I'm working on a huge refactor of the code so this might be addressed sooner rather than later.

Posted in Mini Showcase

Yet Another Godzilla Game, an LD38 entry. Buildings were constructed using Sprytile.

Posted in Mini Showcase

An environment made with Sprytile and imported into Unreal Engine 4, by @nothing_A_D

Neat. The current focus of improvements to Sprytile is on the paint tool, specifically using it on non square faces which would help with characters.

That's very neat! Undertale is in my to play pile, but with working on Sprytile on my free time, I don't know when I'll get around to playing it.

I notice in Sketchfab that you say it looks different in Blender. Have you tried using these settings for Sketchfab?

You pretty much got it with your latter answer. Most of the time they're a set of tiles created by an artist and just arranged together. There *can* be tiles that are procedurally generated but that's not very common.

Thanks for dropping by, and have fun with using the addon! Would love to see what you make with it.

Posted in Mini Showcase

โ€œBeach Scene", by @NinetyHere

Created a new topic Godot Import Settings

I'm not a Godot user myself, but @DrZanuff posted import settings he used to bring his model into Godot.

From my preliminary investigation, it seems to be somewhat related to this issue: https://itch.io/t/72048/suggestion-for-accomodatin...
I'm trying to see if I can find a shader based fix to this so Unity can use forward rendering.

Created a new topic Unity Import Settings
(Edited 2 times)

This has come up recently and I'll be looking for a better solution but now when you import your models created with Sprytile into Unity, you'll likely have seams appearing between tiles.


Switching to deferred rendering seems to fix this but it is not the ideal fix. The easiest way to set the rendering method is through the camera settings.


Other settings.

Texture

  • Generate Mip Maps: off
  • Filtering Mode: Point
  • Compression: Off

Material

  • Unlit/Transparent Cutout
Posted in Mini Showcase

โ€œLow-poly Lighthouseโ€, by Sampo Pesonen (@SampoPesonen)

Hi! Thanks for spreading the word about Sprytile.

I'm not very familiar with where to get tile sets, unfortunately. If there's a specific game with tile sets you're interested in, you may be able to find them on Spriter's Resource.

Here on itch.io there are some asset tags you might like to explore.

https://itch.io/game-assets/tag-tilemap

https://itch.io/game-assets/tag-tileset

I'm not specifically endorsing these assets, but they look like they would work well with Sprytile's workflow.:

https://cuddlycolin.itch.io/desert-oasis

https://colinbrown.itch.io/templedungeon

https://yaru.itch.io/yals-tileset-collection

Oh jeez, I forgot to actually bump the version number up in the add on so that won't be useful information.

What's the version number of Sprytile?

So I can get a handle on this problem, I'd like to know what your workflows are for adding the bleed border to your textures.

Created a new topic Sprytile UI Poll

Sprytile users! A new tool is incoming but I need to change the UI temporarily, until I have the time to execute on a better UI change.

Which would you prefer:

Main tools on bottom?

Main tools on top?

You can reply here or vote on the twitter poll.

This change will probably be temporary because making the better UI change will require documentation updates which I don't have time for yet.

Thanks for letting me know about this, I did not know this. My use case would have been with unfiltered and non mip mapped textures so I wouldn't have come across it otherwise.

Hi, there are detailed installation instructions in the quick start tutorial.

Created a new topic General Help and Support
(Edited 1 time)

Please post here if you have questions about Sprytile. Also feel free to contact me on Twitter.

From the output it looks like you're using Blender 2.75. The add-on has been tested from version 2.77 and up.

Wow! I didn't see that! Thanks for the heads up!

Created a new topic Changelog
(Edited 9 times)

Sprytile Release Changelog

July 8, 2017 - v0.4.1

  • Fix build preview rotation bug
  • Fix fill tool bug
  • Fix auto image reload bug
  • Added tile margins, allowing TMX formatted tile sets to be used

June 12, 2017 - v0.4.0

  • Under the hood code refactor
  • Tile padding setting, to help with edge bleed in certain engines
  • Grid size minimum is now 1

May 24, 2017 - v0.3.93

  • Auto reload checks for file modification before reload, fixes race condition
  • Preview for paint mode enabled
  • Fixes for paint mode

April 21, 2017 - v0.3.9

  • Image reload tags views for redraw
  • Fix bug when saving while Sprytile is running
  • Usability fixes for preview cursor

April 20, 2017 - v0.3.8

  • Bug fixes for preview cursor
  • Preview cursor also shown in fill mode
  • Work plane manipulation enhancements

April 19, 2017 - v0.3.7

  • Build tool preview cursor
  • Fix tile select UI scrolling
  • Fix cursor flow bug

April 16, 2017 - v0.3.1

April 15, 2017 - v0.3.0

  • Fill tool implemented
  • Pressing shift key while snapping changes snap modes.
  • Affordances for object mode panel


April 9, 2017 - v0.2.8

  • Enhanced work axis plane indicator
  • More fixes to build mode, should no longer build behind mesh
  • Integrated Blender Addon Updater, install latest updates from Blender

April 8, 2017 - v0.2.6

  • Fixed build mode regression, unable to build over other tiles
  • Implemented automatic image reload
  • Implemented work axis indicator

April 4, 2017 - v0.2.5:

  • Fixed tile placement crash bug, are we free from Sprytile reset?

April 2, 2017 - v0.2.4:

  • Fixed multiple materials bug.
  • Material/texture setup modified.
  • Advanced Features tutorial added to documentation.