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A member registered Mar 14, 2016 · View creator page →

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raylib is a C programming library to code games using a code editor. It does not include a visual tool like Godot, Unity or Unreal.

I'm afraid this is not possible at the moment. I'm a solo developer and my resources are very limited. I can't implement a macOS build system and test everything properly, it would imply considerable amount of work. I neither have a mac and never used one so it would require some investigation...

But, afaik, raylib works on macOS without problems so if anyone is willing to help on that regards, it will be really appreciated. All my tools use a similar build system, based on GitHub Actions and some of the tools are open source. If anyone feels brave enough to implement a macOS build action, that would be great! Here there are some sample workflows, they could be used for reference to implement a macOS equivalent:

Still, it would require testing...

No, but you can build it yourself:

You can check raylib Wiki for details: but I also recommend joining raylib Discord and ask the community if you have any problem with the configuration.

I think so but I haven't tested it.

Nice! Feel free to share your creation on raylib Discord community, there is a #madewithraylib channel for that. Also, you can share your creations in raylib GitHub Discussion:

Hi! Nice application! You can use LoadImageFromScreen() to get screen data as an Image and LoadTextureFromImage() to get a Texture2D to draw on screen again but this can be very slow...

Actually, I considered that option but I decided to keep that image-editing functionality separate from the packaging functionality. You can use rTexViewer to edit the pixel-format of your exported atlas.

Thanks! Glad you like it!

Thanks! Glad you like it! You can scale UI 200% with the keyboard shortcut: LCTRL+F

Thank you very much! Glad you like it! I put a lot of work and lot of care to this project! I love to see it is appreciated! Thanks! 🙂

yes, that's allowed. Actually, I plan to release a small template with that functionality already implemented.

The web version can be used for free but the desktop versions require a donation of $20 or more.

Thank you very much! Glad you like it! 😄

Not for the moment but I take note about it, I can add it in a future but unfortunately not for next release.

What do you mean? There is a clean button on the sprites list to remove all sprites from the atlas.

Actually most of the functionality of this tool is directly available in raylib. You can use raylib.

Thanks! Glad you like it! 😄

Hope you enjoy it! :D

Latest raylib installs w64devkit that includes an updated version of MinGW built with the latest tools. You can find it on GitHub.

Thanks! Glad you like it! 👍😄

You can check the code of rFXGen, rGuiStyler, rGuiIcons and rIconPacker, they are open source and all my tools use the same base template so the code structure is almost the same. rTexPacker just has specific code to package sprites but that's a few lines of code because it uses stb_rect_pack library.

Sorry, I'm trying to make tools for a living, not all my work is free and open source.

No plans to open source this software. Why do you need it? I could provide the sources per client contract if required.

I'm afraid this software is closed  source. Why do you need it?

I'm afraid I have no idea why it doesn't work for you. Fortunately, rFXGen is an open-source project, you can try to compile the code yourself and check for the issue with a debugger. A preconfigured Visual Studio 2022 solution as well as a plain Makefile are provided.

I reviewed rFXGen and I couldn't find any issue. I was able to save/load .rfx files with no problem, as well as export .wav in different wave formats. I tested it on Windows 10. Where did you tried to save the files? Maybe it's a permissions issue.

I reviewed rFXGen and I couldn't find any issue. I was able to save/load .rfx files with no problem, as well as export .wav in different wave formats. I tested it on Windows 10. Where did you tried to save the files? Maybe it's a permissions issue.

It's on my list for review!

It should work... but I'll review that.

Thank you very much Zed! Glad you like it! :D

Nope, unfortunately I never had a mac to learn how it works and create software for it...

It's listed as a soft constraint, not mandatory, just a recommendation for mobile players.

This tool is a C programming library, there is no visual interface, just coding in a text editor, it's recommended that you have some previous C language knowledge to use it.

Tile maps is up to the user, raylib is a low level library, it supports textures drawing and also drawing a part of a texture, it could be used to draw tilemaps.

I preferred to keep a safe-zone just in case so I decided to limit it to 900px.

900px is the maximum allowed size to better fit on the webpage when published.

Thanks for reporting. Please, could you open an issue on rfxgen github project for review?

Thank you very much! Glad you like it! 😄

Oh, nice! raylib usually improves from version to version.