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RagePixel - Pixelart Toolkit for Unity (preview)

Discussion in 'Assets and Asset Store' started by keely, Jan 3, 2012.

  1. keely

    keely

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    This is still a long way from Asset Store release, but here is the first preview of RagePixel: Pixelart toolkit for Unity.

    Some features:
    - Super easy setup
    - Pixelart assets can be drawn in the scene view
    - Automatic atlas generation while drawing!
    - Animation
    - Text/font support
    - Tint color
    - Pixel size selector (1x, 2x, 3x, 4x, ..)
    - Easy snapping + transform coordinates presented in pixel space (1 unit = 1 pixel)
    - Right-click color picker
    - Color replacer tool
    - Stretching/repeating sprites easily
    - Separate drawing undo history per sprite

    Possible features (not yet implemented)
    - Select/copy/paste/cut functionality for drawing
    - Tilemap support
    - Clever color palette modulation
    - Pixel perfect collision detection system

    My first game with this toolkit (and in the video) is Blunk.
    Try it here

    Note: This is NOT a RageSpline add-on. RagePixel will be a totally separate product.

    Edit: RagePixel is now released. Check out Asset Store or http://ragepixel.com. It's FREE!
     
    Last edited: Mar 11, 2012
  2. p6r

    p6r

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    WOW ! Another fantastic tool...
    Great job keely !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    6R
     
  3. holyjewsus

    holyjewsus

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    Unstoppable
     
  4. alexfeature

    alexfeature

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    BRILLIANT!!1

    Capital B
    Capital R
    Capital I
    Capital L
    Another Capital L
    Another Capital I
    Capital A
    Capital N
    Capital T
     
  5. ParaLogic

    ParaLogic

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    Very nice.
     
  6. parnell

    parnell

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    WOW I'm blown away.
    I've always wanted to do a pixel art game but never liked the typical work-flow. This looks to streamline it a lot!!
    Can't wait!
    B
     
  7. DavidB

    DavidB

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    Keely, why aren't you working at Unity yet? This is absolutely amazing. Please keep us updated, I'm buying this when it comes out lol.
     
  8. keely

    keely

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    I really think that stuff like I do (RageSpline, RagePixel) should be left out of the main Unity. It's stuff that is great for some, but meaningless to many. Even though the first naive intuition often says that more and more features equals better and better Unity. It really doesn't. More features to base product usually means more UI bloat, overall design mess, more bugs, more testing, harder to bring new platforms, etc. I think they should be very careful when adding new stuff to the core.

    Also, I really feel like working at Unity in way, since I'm giving out the cut from the sales and just extending on top of their awesomeness.
     
    Last edited: Jan 4, 2012
  9. DavidB

    DavidB

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    Well if you are going to be all sincere and modest about it..... :p

    Regardless your tools are top knotch and this one has me extra excited as it looks like it'll be quite easy to prototype 2d games (something I've wanted to get into for a while now).
     
  10. nomnomnomplant

    nomnomnomplant

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  11. keely

    keely

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    :D

    I had the same exact thinking about two months ago. Going between Photoshop and Unity just breaks the vibe for me. And even though the tool still has some rough edges, I was able to finish that game 5 days early (for the Flash competition). It was just so much faster to do stuff. It was fun.
     
  12. nomnomnomplant

    nomnomnomplant

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    When do you plan on releasing it to the asset store?
     
  13. fffMalzbier

    fffMalzbier

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    Nice Nice Nice ... That every ting i can say :)

    Nice stuff now Unity can become a nice tool to work with for all pixel junkie's.
     
  14. keely

    keely

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    I have a policy of not setting release dates, but I can say that don't expect it on January. Late february is the earliest possible.
     
  15. DavidB

    DavidB

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    Hey Keely, does your system allow importing of sprites made in other programs? Or do the assets have to be drawn in-editor?
     
  16. keely

    keely

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    My current opinion is that there will be an import feature, but I'm not going to put a huge effort into it for the first version. It's likely to be a "manual" import of a single texture at a time to the atlas. Not some batch import automation thing with HAL9000 intelligence. On later versions we'll see how things start to pan out and what kind of use-cases emerge.
     
  17. DavidB

    DavidB

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    Sounds good, was just curious :D
     
  18. Thomas-Pasieka

    Thomas-Pasieka

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    Love the video and tool in itself! Great work and awesome addition to Unity Keely! Need a beta tester? ;)

    Thomas P.
     
  19. keely

    keely

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    At some point, but not yet. Patience, young jedi.
     
  20. Thomas-Pasieka

    Thomas-Pasieka

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    There is one thing I have and that is "Patience". Feel free to let me know when it's ready via PM or Twitter or whatever means.
     
  21. Hummelwalker

    Hummelwalker

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    Hi Keely, great tool and nice game! I'm a big fan of the good old pixel games like giana sisters or wonderboy. I'll be your first RagePixel customer ;)
     
  22. keely

    keely

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    I just scored 138k in Blunk. Try to top that while you're waiting for the Asset Store release :)
     
  23. keely

    keely

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    Bought ragepixel.com. Now I'm REALLY commited.
     
  24. pixelsteam

    pixelsteam

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    Keely you So rock!!! Very excited about this.
     
  25. psychicparrot

    psychicparrot

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    AWESOME awesome awesome awesome awesome awesomenessssssss!
     
  26. Demigiant

    Demigiant

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    Wow, awesome! Is this good with draw calls?
     
  27. keely

    keely

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    Everything goes to single atlas (by default, not forced) -> single material -> single drawcall.

    If you don't cross the 300 vert/triangle barrier thingy per mesh obviously. One sprite is just 4 verts 2 tris, but if you start repeating the bitmap (you can do this by stretching or as tilemap like I planned), then the system has to create more triangles/verts underneath and you may go over 300 -> extra drawcalls.

    Kinda hard to explain, but it'll make sense when you use it.
     
  28. Esila

    Esila

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    YES~ i like this pixel art.
     
  29. tonycoculuzzi

    tonycoculuzzi

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    This looks like another great addon, definitely a instant buy for me. :)
    How much do you intend to release it for?
     
  30. keely

    keely

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    I haven't really made that decision yet.
     
  31. iisjreg

    iisjreg

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    I like it a lot.

    This is jumping the gun, but imagine an expansion for iOS/Android for on-the-go editing (saving in the same format or even connecting to Asset Servers?) in competition with Sprite Something and Pixel Dude Editor.
     
  32. Skyrise

    Skyrise

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    Great keely!
    Can you use it together with RageSpline?
     
  33. keely

    keely

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    Depends of what you mean. I'm not planning any "synergy" between the tools, but there is nothing technical that prevents from using both in a same project.
     
  34. Skyrise

    Skyrise

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    Thanks, just wanted to know if you can use both in the same project, no synergy required. :)
    Any idea about performance on mobile?
     
  35. keely

    keely

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    I haven't build anything on device yet (lazy me), but based on the earlier experience I have from RageSpline, this should perform very nicely on mobile. I have both Android and iOS devices and licences for testing.

    I have one special feature planned, which requires special shader that is not going to work with fixed pipeline (think pre 3GS) and/or Unity basic, but other than that, everything should work everywhere.
     
  36. lastprogrammer

    lastprogrammer

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    this looks really good. I liked your game too!
     
  37. keely

    keely

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    New screenshot showing the new "stretching" feature, which I'm calling Grid9. Everything you see comes from the little sprite in the lower left.

    I believe Flash had something similar. The cool thing is that you can draw directly into stretched stuff and it's super easy to make it tileable that way.
     
    Last edited: Jan 26, 2012
  38. keely

    keely

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    I'm bumping because of the new screenshot.
     
  39. pixelsteam

    pixelsteam

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    When, God when!!!
     
  40. keely

    keely

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    One more
     
  41. OMG!Yeti's

    OMG!Yeti's

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    Looking really nice Keely. Although I suck at art tempted to pick this up when you release it.
     
  42. DavidB

    DavidB

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    I repeat.... When, God when!!!

    :D
     
  43. keely

    keely

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    Made some rough initial documentation available at ragepixel.com.

    Writing the doc made me realize how much there is still to do and polish, before I can ever dream of launching. Launch in February is starting to look kind of unrealistic.

    I was going to throw the alpha version to some devs at Global Game Jam starting today, but I feel it's not even ready for that. :(
     
    Last edited: Jan 27, 2012
  44. soldmeadow

    soldmeadow

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    @keely - it is looking good.

    Tile Studio is one of the best pixel graphics tools I've ever used. It may be worth looking at it for some inspiration. I particularly liked the ability to lighten or darken pixels and the palette tools.

    http://tilestudio.sourceforge.net/
     
  45. keely

    keely

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    Thanks! I'll be checking it out.
     
  46. varedis

    varedis

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  47. keely

    keely

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    This is video of me demonstrating RagePixel awesomeness at out Global Game Jam. Sleep deprivation is starting to sink in :)
     
  48. keely

    keely

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    This is the "final" game after 48h of jamming.
     
  49. nomnomnomplant

    nomnomnomplant

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    I am seriously dying to get this!

    How about this... Until you release this I forbid you to consume food, and no sleeping until it's on the asset store:D
     
  50. Thomas-Pasieka

    Thomas-Pasieka

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    Looking great Keely! Good job and awesome tool!