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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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    Maybe if I could only eat bacon?
     
  2. robin_notts

    robin_notts

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    Game Jam game looks like good fun and pretty polished. Now get back to RageSpline land!
     
  3. nomnomnomplant

    nomnomnomplant

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    No bacon. It is a luxury and you may not enjoy life until I give you my wallet:D
     
  4. monkeypit

    monkeypit

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    Looks like another amazing game making tool. While most developers are trying to create the next 3d masterpiece I look towards the 2d developers. Most of the time they are making innovative game play and not depending on 3D graphics to wow people. I like 3d games dont get me wrong, but pixels rule!!! :)

    Keep up the great work and I can't wait to see more.
     
  5. holyjewsus

    holyjewsus

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    wow, wow, I want to remake spacequest 1 now.
     
  6. keely

    keely

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    I'm considering RagePixel to be a freemium product with some non-essentials as add-ons. I think it's a win-win.

    Thoughts?
     
  7. monkeypit

    monkeypit

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    free is always a nice gesture. :)
     
  8. Thomas-Pasieka

    Thomas-Pasieka

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    Probably a good move me thinks :)
     
  9. DavidB

    DavidB

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    You'd certainly get a huge userbase. What would you classify as "non-essentials" just out of curiosity?
     
  10. keely

    keely

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    I'm only bouncing preliminary ideas here, but these would be some of the potential add-ons that pop in my head.

    - text/font -feature with some fonts bundled in (maybe one default font in free version)
    - tile-mapping solution (maybe simpler version in free)
    - Maybe add-on to help in isometric stuff (really don't know how it would work, though)
    - extended batch importing features (simple import free)
    - some kind of optional shaders doing more exotic stuff

    Something like text/font could be very cheap, where complicated tilemapping solution more expensive

    The free core version would have all the drawing and animation features needed to make pixelart games.
     
  11. keely

    keely

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    All the add-ons would be in Asset Store and I would only make add-ons that can be imported into existing RagePixel projects easily anytime you want.
     
  12. hippocoder

    hippocoder

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    If you want to take this further you may consider generatingmeshes which are quite tight around the image to save fill rate. That seems to be catching on among 2D systems these days.
     
  13. DavidB

    DavidB

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    Definitely interesting, sounds like a great idea.
     
  14. keely

    keely

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    I was actually planning some kind of algorithm to do this automatically against the alpha map. It's not going to be something for the first release, though.
     
  15. keely

    keely

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    I can detect that with some dumb iteration, but performance could be a problem.

    Also if you want to rotate sprite transforms, then pixel perfection gets much more difficult. The first version of the collision detector would not support rotating sprites, that's for sure.
     
  16. lilymontoute

    lilymontoute

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    Perhaps you could form a mesh/triangulate based on the pixel boundries (a la RageSpline, but I'm guessing it would be an easier subdivision) once and only modify it if something changes within that volume/keep it static if the user wants it to be. Of course, this sort of thing is easy for more static things, but once sprites animate it becomes much less performant, and usually not worth it.

    Just throwing some random ideas out there though =)
     
  17. Sensaa

    Sensaa

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    maybe use a really cheap test first to discard non-intersections?
    like axis-aligned bounding boxes or something.

    that way you could have an expensive test for rotated sprites.
    so you could have the full physics model running!

    bouncy, pixel perfect sprites YUM!
     
  18. keely

    keely

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    I made up my mind now. RagePixel is going to be freemium with add-ons. February launch is realistic.
     
  19. helios

    helios

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    That is amazing news, keely. Can't wait.
     
  20. keely

    keely

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    Didn't have energy to code today, so I came up with a logo.
     
  21. DavidB

    DavidB

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    Even the logo is incredible lol. Can't wait for the release, I have a few things I want to do with it muhuhahah
     
  22. bralexlabs

    bralexlabs

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    Dawww, Keely, you scamp! I leave for 6 months, come back, and just look at what you've done!

    I've been brainstorming up a project that would totally benefit from the workflow and tools you've showcased here. Very fortunate timing!

    Thank you and thank you again!!
     
  23. parnell

    parnell

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    I think a free 'lite' version is great and very much in step with Unity's business model.
    Instead of trying to manage and sell a bunch of separate add-ons better to just make a "Pro" version that costs money and has some more hefty features.
    Logo is great btw:)
    B
     
  24. tonycoculuzzi

    tonycoculuzzi

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    Wow, as a freemium product it's going to become popular fairly fast. Good plan! Though if you decided to sell it, I'd still buy. I'm so excited to try this out!
     
  25. keely

    keely

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    I've been thinking about the freemium model a lot and it's refining in my head.

    I think I'm trying to provide all functionality for free as much as I can. Additional "depth" can be purchased with money. As a funny detail, I'm not going to call them "add-ons". I'm going to call them "power-ups" :)

    Best example would be the text functionality. It's the first add-on - oops I mean power-up - that is going to be available.

    First I was going to leave the text functionality out from the free version altogether. Then the more I gave it thought, the more I started to feel that it's not cool like that. Almost everyone is going to need text.

    Instead, I'm going to give you the text functionality and maybe one or two pre-made fonts free. Then if you purchase the Text power-up (maybe I should call it Font power-up, actually), you get the ability to draw your own custom fonts.
     
  26. Raphael Dias

    Raphael Dias

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    Awesome Keely! Are you still planing to launch RagePixel this month?
    I think your model to monetize RagePixel will be a success.
     
  27. keely

    keely

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    4th of March might be a potential launch day.
     
  28. keely

    keely

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    Made this cute (and buggy) little thing with RagePixel yesterday before going to sleep. Just wanted to see if it builds to Flash.

    http://ragepixel.com/test2/
     
  29. Raphael Dias

    Raphael Dias

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    Will RagePixel come with a game example as RageSpline?
     
  30. keely

    keely

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    I'm going to make some demo game(s), but not bundled in the package. You would download the demo project from the website.

    I'm not sure if such a demo will be available right away, but eventually.
     
  31. Raphael Dias

    Raphael Dias

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    Maybe sell game templates is a nice way o monetize your project as well...
     
  32. keely

    keely

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    Here is another game prototype made in about two hours from scratch with RagePixel.

    RageZombies

    (no zombies yet, just archery)
     
  33. DavidB

    DavidB

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    LOL that is epic. Bit of polish and some approaching hordes and you have yourself a new age classic :D

    Can't wait for this thing btw! haha
     
  34. keely

    keely

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    I had a timelapse camera on. Here is the result.
     
  35. livio3d

    livio3d

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    istantbuy for me!

    i hope you think a palette system for easy change color variation changing the palette reference
    ex. i want to change runtime the character shirt color from red to blue, color variation for eneyes ecc.
    i just need to change the palette for this (like an array colors)
     
  36. keely

    keely

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    This sort of color modulation is in my plans for the future. There are some technical problems, though.

    It would need a custom shader and tricks to feed the shader with color info without n drawcalls. Most likely with Unity Basic, you would be limited to one or two run-time changing colors per object. Unity Pro offers some extended ways to have more.
     
  37. livio3d

    livio3d

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    im not good as coder but i think is doable with Texture2D.GetPixels and Texture2D.SetPixels
     
  38. keely

    keely

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    Yes but then the shirt color would change for all sprites, not just one guy.
     
  39. keely

    keely

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    I updated the RageZombies. Now you can actually kill them.
     
  40. OmniverseProduct

    OmniverseProduct

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    Tried RageZombies and lost in about a minute...epic fail! lol

    I'm going to have to buy RagePixel in the future.
     
  41. livio3d

    livio3d

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    right, but i think works saving different atlas as color variations this way! 1 atlas = 1 guy
     
  42. keely

    keely

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    Actually you don't, because it's going to be free :)

    Maybe you'll buy some of the power-ups instead.
     
  43. OmniverseProduct

    OmniverseProduct

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    Oh, I must of missed the free part lol. whoops! I'll have to see about buying power-ups when the time comes. :)
     
  44. keely

    keely

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    Just builded RageZombies to Android. It just works.
     
  45. Warrior1424

    Warrior1424

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    ^^My reaction to ragepixel.
    SO BEAUTIFUL
     
  46. OmniverseProduct

    OmniverseProduct

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    lol that pictures made me laugh!
     
  47. keely

    keely

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    I'm going to have to take back what I said about lite version of text rendering being free :(

    I couldn't do the switch from lite to advanced like I wanted and it's just too much hassle now. The whole text rendering component is going to be a (cheap) power-up instead.
     
  48. mikmanner

    mikmanner

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    This is brilliant are you going to do an open beta at all? I'd love to get in and try it out.
     
  49. keely

    keely

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    Technically it's going to be open beta. I'm aiming for a public launch this Sunday. Soon! SOON!
     
  50. keely

    keely

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    Updated RageZombies again.

    I also made the Android build available: http://ragepixel.com/ragezombies/ragezombies_vfp.apk

    I've set the Android version to 800x480. I have never released a game in Android so I have no idea how it works with different models. Would love it if people would test it. Atleast it works on my phone.