Como diseñar mi primera playera en Serigrafia. (Parte 1 de 3) « Durabite
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Cool Indie Level Editors | Rocket 5 Studios I have a confession to make: I love level editors! I’ve used a lot of different level editors over the years (most of them proprietary) and I’ve even helped design a couple including Ntropy which is still the in-house level editor at Nihilistic Software. For those who don’t know what I’m talking about, a level editor is a software tool used for building worlds for video games. Levels (also refereed to as worlds or maps) are basically the physical space that the game’s characters move around in and interact with. Levels contain all of the fun stuff that the player gets to do in games – solve puzzles, jump over stuff, kill the bad guys and save the princess. All these things get designed and then assets are created by other members of the team and then finally they’re assembled and tuned and tweaked endlessly in the level editor by a level designer.
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Offhand, I don't know of any game-agnostic editors aimed at this task. However, you could consider using any existing paint program (Photoshop, GIMP, Paint.net, Acorn, Pixelmator, et cetera) that supports layers, build each level sprite in its own layer, then simply saving each layer individually to some directory, and then writing a tool to post-process that directory to isolate the position and bounds of each image within the layer file, save out that position and bounds information, and slice up the layer and re-composite all of them back on to a texture atlas. Fundamentally that algorithm isn't any different than what a dedicated tool would be doing, and if you can do it on a bunch of distinct image files you can do it on images in memory -- in other words, it might not be terribly complex to write your own simple tool that does this after you get the basics of the process down using a paint program. iphone - 2D non-tile based map editor