{"author_link":"\/users\/minibobbo","author_name":"minibobbo","author_uid":"minibobbo","comments":[],"epoch":1619118314,"event":"LD48","format":"md","ldjam_node_id":242436,"likes":27,"metadata":{"p_key":"152888","p_author":"minibobbo","p_authorkey":"1001819","p_urlkey":"371025","p_title":"Additional tools","p_cat":"LDJam ","p_event":"LD48","p_time":"1619118314","p_likes":"27","p_comments":"0","p_status":"WAYBACK","us_key":"1001819","us_name":"minibobbo","us_username":"minibobbo","event_start":"1619222400","event_key":"109","event_name":"Ludum Dare 48"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD48","removed_author":false},"_superparent":233335,"_trust":11,"author":1819,"body":"Hey everyone!\n\nI've been playing around with some random tools, some of which I've written myself and others that I've come across.  Some purchased and others not.  But anyway, I wanted to share some of them in case others find them useful!\n\n## Pixel Fx Designer (https:\/\/codemanu.itch.io\/particle-fx-designer)\nThis is a great tool that lets you easily create particle effect driven spritesheets.  In about 1 minute I was able to define a bunch of particle effects to make a nice flame...\n![flames.gif](\/\/\/raw\/b17\/z\/3b22a.gif)\nThen export it to a spritesheet for easy importing in a game. \n![flame_32x32.png](\/\/\/raw\/b17\/z\/3b22b.png)\nYou can try for these kind of effects if your game engine has a particle engine built in, but I always found messing with them time consuming and difficult to get the look that I wanted.  This tool lets you see the changes as you make adjustments and I like pulling the effects in as spreadsheets.  \n\nCodeManu (https:\/\/codemanu.itch.io\/) has a bunch of neat tools available for sale but I find Pixel FX Designer the most useful (although Juice FX is also a lot of fun)  \n\n## LDtk - Level Design Toolkit (https:\/\/ldtk.io\/)\n\n@deepnight made this great level editor (available as a pay what you want model https:\/\/ldtk.io\/).  I have been really happy with the autotiling rules that you are able to create.  Whenever I make a 2d platformer I always create a simple collision layer and then add the graphical layers on top of that and making the changes to the level means a lot of individual tile work.  This takes care of all that for me and lets me see how the level is going to look inside the editor.  \n![makemap.gif](\/\/\/raw\/b17\/z\/3b229.gif)\n\nDepending on your engine\/framework (if you use one) you might have to write your own importer.  It can output as a Tiled .tmx file in a pinch, but I'm using Phaser so working with the native json file has been pretty easy.  I'm about 75% of the way through an importer for Phaser and will be done before the start of the jam tomorrow.  \n\n## Image Outliner (I wrote this)\n\nI wrote a simple tool that just looks through a folder and outlines all the images that it finds with a solid color.  I found that I was spending a lot of time doing this manually, so I took half an hour to write a program that does it in batch.  Anything I can do to write these kind of tools before the jam is just going to save me headaches later on.\n![outline.png](\/\/\/raw\/b17\/z\/3b228.png)\n\nAny other fun tools people have been messing around with?\n","comments":1,"comments-timestamp":"2021-04-22T19:48:44Z","created":"2021-04-22T18:10:59Z","files":[],"files-timestamp":0,"id":242436,"love":27,"love-timestamp":"2021-04-23T13:54:38Z","meta":[],"modified":"2021-04-23T13:54:38Z","name":"Additional tools","node-timestamp":"2021-04-22T19:05:14Z","parent":236038,"parents":[1,5,9,233335,236038],"path":"\/events\/ludum-dare\/48\/deeper-and-deeper-6\/additional-tools","published":"2021-04-22T19:05:14Z","scope":"public","slug":"additional-tools","subsubtype":"","subtype":"","type":"post","version":725576},"node_metadata":{"n_key":"242436","n_urlkey":"371025","n_parent":"236038","n_path":"\/events\/ludum-dare\/48\/deeper-and-deeper-6\/additional-tools","n_slug":"additional-tools","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"1819","n_created":"1619115059","n_modified":"1619186078","n_version":"725576","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/48\/deeper-and-deeper-6\/additional-tools","text":"Hey everyone!\n\nI've been playing around with some random tools, some of which I've written myself and others that I've come across.  Some purchased and others not.  But anyway, I wanted to share some of them in case others find them useful!\n\n## Pixel Fx Designer (https:\/\/codemanu.itch.io\/particle-fx-designer)\nThis is a great tool that lets you easily create particle effect driven spritesheets.  In about 1 minute I was able to define a bunch of particle effects to make a nice flame...\n![flames.gif](\/\/\/raw\/b17\/z\/3b22a.gif)\nThen export it to a spritesheet for easy importing in a game. \n![flame_32x32.png](\/\/\/raw\/b17\/z\/3b22b.png)\nYou can try for these kind of effects if your game engine has a particle engine built in, but I always found messing with them time consuming and difficult to get the look that I wanted.  This tool lets you see the changes as you make adjustments and I like pulling the effects in as spreadsheets.  \n\nCodeManu (https:\/\/codemanu.itch.io\/) has a bunch of neat tools available for sale but I find Pixel FX Designer the most useful (although Juice FX is also a lot of fun)  \n\n## LDtk - Level Design Toolkit (https:\/\/ldtk.io\/)\n\n@deepnight made this great level editor (available as a pay what you want model https:\/\/ldtk.io\/).  I have been really happy with the autotiling rules that you are able to create.  Whenever I make a 2d platformer I always create a simple collision layer and then add the graphical layers on top of that and making the changes to the level means a lot of individual tile work.  This takes care of all that for me and lets me see how the level is going to look inside the editor.  \n![makemap.gif](\/\/\/raw\/b17\/z\/3b229.gif)\n\nDepending on your engine\/framework (if you use one) you might have to write your own importer.  It can output as a Tiled .tmx file in a pinch, but I'm using Phaser so working with the native json file has been pretty easy.  I'm about 75% of the way through an importer for Phaser and will be done before the start of the jam tomorrow.  \n\n## Image Outliner (I wrote this)\n\nI wrote a simple tool that just looks through a folder and outlines all the images that it finds with a solid color.  I found that I was spending a lot of time doing this manually, so I took half an hour to write a program that does it in batch.  Anything I can do to write these kind of tools before the jam is just going to save me headaches later on.\n![outline.png](\/\/\/raw\/b17\/z\/3b228.png)\n\nAny other fun tools people have been messing around with?\n","title":"Additional tools","wayback_source":[]}