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JayVinci Studios

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A member registered Jun 16, 2018 · View creator page →

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Not bad! Not bad at all!

no not really... it takes 3d models and centers the cameras in the right way to create 2d spritesheets. with addins like direct and indirect lighting, basically most of the goodies from Blender for making models, my only issue is the inability to use Blender's holdout feature to bring a set of models and then spritesheet parts (clothes and things without the inner parts)

other than that, a rare find, and kudos.

I DO have an idea that you might want to implement. A radio box that automatically deletes the sprites after they've been made into the spritesheet. Some people might want to preserve their sprites, while others might want to make sure those sprites are now out of the way, so that you can go straight to the next set of sprites.

question, is there a final spritesheet template that shows me which cells correspond to what animation? I need to tweak some things for these spritesheet to fit my weird engine, and it'd be cool to see how it all fits together.

this is going to sound VERY weird... I have a tileset that's 10000x10000 with each 'frame' being 200x200, DOES this software have the ability to...

Allow for custom character sets.
Not choke on files that size.
allow me into the backend to set categories and perhaps hues... 
That's not a dig on your software, most other sprite collations can't do it either.

A NEW HAND TOUCHES THE BEACON!

Why not? Might as well join my first ever jam after all this time!

This is by far the BEST Collaging and perfect stylizer Ive seen! A real winner! With just a little post porcessing drawing, I've got all the facemasks for my low poly project in a fraction of the time any other solution would have taken. 


I'd love to be able to comment on this Plugin but it still does NOT show up in my Expanded Features. I've went through 7-zip at least four different ways to make sure I'm not breaking the DLL when I bring it over, and it's not showing up in the list at all.

However! If you don't mind this workaround, it might allow you to start 'texturing' your models - Go into blender and on each model, create new Material slots (woodenPK, metalPK, stonePK, GlassPK) Then, if you look at your particular UV map for the blender file, you'll see that some of the model takes up a section of the UV. Grab up each section of the model, and ASSIGN those vertices to that particular material. Then save as OBJ file. If you use a uniform format for the materials of each structure model, you SHOULD be able to affect each one. ALSO!!!!

I have found that importing each model into Blender as 1.2 scale makes each wall approximately 3 units. This makes things a bit easier to work with for me and the gridding.

Your models are perfect for working with RPG Developer Bakin Game engine as well. even though to make things easier for fitting to the terrain, I DID change the apex of some of the hilly and cliffy items from "1.2" to "1.25" as the blocky terrain is split up into fourths as well. 

*chef's kiss* These will be a good foundation for me to manipulate and customize.

You can keybind keys via the bind command options, this may be important. 

Bind keys to up and down for your menu as well as use and escape, and create scripts that if those keys are pressed, you're navigating a variable up or down or choosing an item, or escaping the menu

Create images that go on screen, dending on where those two variables are, These will be your cursors. 

Then for each inventory item you have, you'll create a place on the screen to store that image, and a script that goes with it. So. when you scroll to each item, and then hit enter. It will 'USE' that menu item. Of course, Easy FPS Editor IS limited by what you can DO with that. But.... have fun?

with the battle script plugins, and battle events, you can make all sorts of different battle systems.

Yep! I added you on Discord. I am NOT the author of this amazing pack but I CAN sort of help. Sorry, I work full-time at a factory so it's been a dry spell on my game dev. I'll edit my comment, and you're right, it's 3d stamps, not 2d stamps.

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sorry it took so long to get back to you. go to 3d stamps then underneath it where it says models, find your model.

It will show a panel on the right with material 1 - in that box is a little white icon with an arrow pointing left.

this will show THAT model's material settings. in the middle of the panel on the right is where shader settings are, a)n, map_nolit, whatever, etc. that's where you can change its shader style, as well as the UV map that it uses.

I haven't bought it yet, but I assume it uses its own UV map to map out the textures. I'd look at the original material to see what actually fits it, and then create your own texture that fits that. However... be careful as some cutscene/move players can jump characters BELOW the terrains created.

While I can't promise I'll change things for you, if you have any ideas that will make this game mechanic easier to implement, I'm all ears.

Great work overall!

What might also be good is to be able to import images that scale to the right amount of pixels for the main square, Like if the square is set to 32 pixels and I put a 64, or 48, it resizes the pixels on the fly!

Loving it. I remember the old Irony Games Dungeon 

creator, this is, in my opinion better.

I have tons of cars I'd love to see in this.

or VLC Player if you want to just bring in the files and convert them quickly

so many throwback moments for me as a side-scroller enthusast from the day. Still miffed I couldn't have UpperCase letters in my  Character name, or maybe I missed that option, but...

Hello.Great.Game.followed.Hello.by.Clapping.Non-Sequential.

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Sometimes when adding things like the Building roof, I try to change the size (width, height, length), only to find it snapping it back to its original dimensions, or worse, placing it at odd places. (This is on the 2.0 Preview)

(Yes, I just replied to myself)

This was created with the same external pieces. + 1 flower from the Terrains and Hills pack.

i would love to help out with that too, if you need any geoformed variations of a set block, let me know...

I think I may have misunderstood the original request, not to reveal a model that's onesided, but to have decorations for the internal of a model..

Sorry!

But, to answer. What I really like is that Keith already took care of that with all sorts of little wooden beams and such for his Modular village, so that an AssetForger (yes, I'm coining that as a term now) could easily add baseboards, half wall panels even articulate walls inside. He can even use some of those panels for other things like wall bookshelves and more. Scaling, rotating and moving the various blocks to fit certain ideas can really make the blocks sizzle, without a huge Poly boost.


however, with that being said, most 3d editors allow you to make most models 2-sided, and with the way his models are set up, its quite easy to create (OR... flip the faces and double your obj or FBX, with one texture set for the outward facing, and 1 texture set for the inward facing.

of course! I'd be glad to help!

well, there's a few ways to kind of do it, like if you have LithUnwrap - choose each material group, and then move those UV maps to specific corners of a single UV map. ANOTHER method would be to import your OBJ, and then use Texture Atlas to bring all the textures down into one UV map. It won't be pretty but it WILL be one image for multiple materials. Plus this will help you later when converting to a single FBX mesh that uses just one texture as well.

The models are based on the cm scale, not the m scale. They work fine for other engines like Neoaxis and Platinum Arts Sandbox, and other 3d engines that use the cm scale.