Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

8 years ago by Bum

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Now includes BoomSheets sprite mapping tool exclusively Impact<br />
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<img src= Check out on github

The README shows you how to set up the project. It should be painlessly simple.

I originally intended to develop an intricate suite to upgrade your dev pipeline including hosting, packaging, and plugin portal. However this process is taking longer than I expected. Consider donating and support the project with your input and help make this suite a success for all of us. (LAST UPDATED 11/18/2017)

BTC: 16Nvuh4zjD4kmdnLtR12jkK3NkYReJJB1G

8 years ago by Bum

F L A R E BoomSheets
BoomSheets is a stand-alone tool that imports sprite sheets, maps tiles to sprites, allows user organization, and exports the animSheets in an impact digestible format.


Screenshots:
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8 years ago by stahlmanDesign

Wow, that's pretty cool

8 years ago by fox1t

Impressive, well done. Starred and following on github.
I am full time fullstack nodejs/js developer. If you need any help or features to add just pm i'll help you.
PS: i wanted to do something like this but never had time ^^

8 years ago by Bum

Fork the project and implement any ideas you'll have, I'll review it, and pull your features. At the time being this is a community project for whoever wants to participate. Regardless, I have milestones and features for my own game so the project will be completed by myself.

8 years ago by fox1t

OK nice :)

8 years ago by Bum

Looking forward to it!

8 years ago by Bum

Progress with the Anims Editor, BoomSheets

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One of the issues I want FLARE to address is the tedious task of creating anims from your spritesheets. When I'm making a game, sprites move around and frames are replaced. I needed something that would reduce the time I spent counting tiles in my spritesheets. When your sprites are on row 4 with a 15 col block width, it's not intuitive to keep doing the math to figure out the player's frame starts at 59 and <em>NOT</em> 60- don't forget Impact accepts base-0 array indices!! <br />
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The anims editor loads your sprites, you create labels, and you map the frames to the cell you want with a click of your mouse. The frames are stored and exported in Impact-friendly format so you can call BoomSheets and expect it to figure out the rest.<br />
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<pre class= this.anim = ig.BoomSheets.PLAYER.ELF.IDLE; // returns equivalent statement for: // new ig.Animation( spriteSheet, PLAYER.ELF.IDLE.delay, [0,1,2,3,2,1, .... ] );
There's a bunch of features BoomSheets can expand into. It's not a spritesheet editor, it's an Anims Editor. I can add support for a playback animation, configure complex animation sequences in the future, and add support for multiple spritesheets per session.

For now, BoomSheets is simple: import sprties, create and organize labels, apply frames to labels => export as a native Impact plugin

Edit @ 2:35 PM CST:

I decided the playback animation was a great idea. It's a necessary feature to help developers see the frames they pick. Updated screenshot after adding the tools.

8 years ago by Bum

Watch a video of the tools and features by clicking here.

I expect to release the first version within the month of September 2016 as part of the F L A R E suite.

8 years ago by Bum

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7 years ago by Bum

Hey everyone. Got side tracked with other more important things but I have not forgotten about this suite of tools for Impact. Boomsheets is almost ready for beta. There's a few bugs and I'm sure many features that could be added but it's ready to help you map animations to your Impact games. And not just impact but any tiled-based animation system. With options to export the animation sequence for multiple engines (as long as they are tiled e.g. 32x32, 71x89, 16x16, ...)

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7 years ago by Bum

I've released the boomsheets spritesheet tool to use in your Impact games! You can save and re-open your sprites for later. save up so much time!

Check the thread out here
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