Godot: Sprite/Image/Texture Editor/Creator

Created on 13 Sep 2016  Â·  6Comments  Â·  Source: godotengine/godot

So as an artist who also uses godot to work on games, i found it rather time consuming having to back and forth between a sprite editor and have to export all the time and such, So i came up with a rather rough mockup for a sprite editor, i dont know how to Code or anything as im mainly an artist, so any feedback on my idea would be helpful

godot engine - platformer - player tscn - _00029

archived discussion feature proposal core plugin

Most helpful comment

if you save a png file to the disk, it will be reloaded automatically, it
shouldn't be time consuming.. maybe something is wrong in the workflow?

On Wed, Sep 14, 2016 at 6:19 AM, Todor Imreorov [email protected]
wrote:

I would love to give it a shot to write one, but I am not even sure what
node to use in godot in order to do pixel painting.
There was a user interested in this a while ago on facebook - he wanted to
make an animation editor in godot

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Might be doable as a plugin, unless some of the core devs wants it in core :smile:

I would love to give it a shot to write one, but I am not even sure what node to use in godot in order to do pixel painting.
There was a user interested in this a while ago on facebook - he wanted to make an animation editor in godot.

Nice mockup btw

Also +1 for this feature! I want it too :+1:

if you save a png file to the disk, it will be reloaded automatically, it
shouldn't be time consuming.. maybe something is wrong in the workflow?

On Wed, Sep 14, 2016 at 6:19 AM, Todor Imreorov [email protected]
wrote:

I would love to give it a shot to write one, but I am not even sure what
node to use in godot in order to do pixel painting.
There was a user interested in this a while ago on facebook - he wanted to
make an animation editor in godot

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Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/6477#issuecomment-246954516,
or mute the thread
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The workflow is good,
However when you rapidly prototype games and don't have any assets to play with, having the ability to quickly create a simple placeholder sprite inside the game engine - be it a square of some color - is a nice thing to have.
I've been using godot's mascot head for that so far - but the disadvantage is ofcourse that all the objects in your prototype end up with the same sprite

Also if you have it built into the editor- it makes you feel like you are working in a full fledged game studio - not just a game engine with an editor.
We could take example from Game maker Studio's success, and other engines that have a built in sprite editor- clickteam fusion and construct2.
https://www.youtube.com/watch?v=VRPln502FO4&list=PLhIbBGhnxj5Jx3eGJsyparJ47BxlyUAub

That said, there is an interesting plugin for simple pixel editing being developer here:
https://github.com/cwkx/godot-pixel-painter

Game maker is so successful because the devs look into making the entire pipeline of creating a 2d game feel good to use. It's just all integrated and the user doesn't have to use any other software and deal with importing and exporting so much.

Please also take note of their tileset workflow, which is vastly superior to godot's:
https://www.youtube.com/watch?v=R0t9j82-438&list=PLhIbBGhnxj5Jx3eGJsyparJ47BxlyUAub&index=2

and takes much less time to set things up to make a good looking level.

Perhaps now with the cool plugin system, there will be more and more tools that will make Godot more feature full and the core devs wont have to maintain editor tools that are not a core part of the engine - but certainly need to make it more competitive to other editors

Seems like a waste of time. Just set your graphics app to use the godot project as it's default save position and then any updated save will auto update in your project. That's not tedious at all and perhaps better because you then have the full power of your graphics app and not something stripped down that's been integrated.

Yes I agree that this would be out of scope of a game engine. There are great tools for vector and raster graphics, many of which are free and open source, and do way more things than we could even dream of implementing, if it weren't completely tangential to our work as game engine developers. Our purpose is to use assets, not create them - asset creation is a domain in its own right and we shouldn't spread our resources thin when there is no practical gain for the user.

If there's a use case for a trivial sprite editor à la MSPaint, it could easily be implemented as a plugin, but not in the main engine.

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