Written instructions:Continue reading “How to Screenshot Whole Website with Firefox”
I have been searching for a good workflow for testing out different color palettes for existing video game designs.
I have finally found a relatively pain free method of testing different color palettes and applying them to entire games. I will be making a video tutorial about this in the future, but before I get to that, I thought I would already explain the basics of the workflow.Continue reading “Finally a sprite sheet recoloring process that works”
I tested many different options for creating wordart/wordclouds online. Some of them worked well but then exporting wasn’t free. Others were a bit too simple with not much to customize. But this one is both free and it has plenty of handy customizations available: https://www.wordclouds.com/
In the buttons area (on the right side of the interface), select the “View layer properties” tab.
Under “cryptomatte” turn on “object”, “material” or “asset”. I like “asset” since it let’s me select entire rigs that consist of several parts.
Go to the “compositing” workspace.
Turn on “use nodes”.
Add a viewer node with shift+a –> output –> viewer.
Add the cryptomatte node from Matte –> Cryptomatte.
Connect the image output from the render layers node to the image input of the Cryptomatte node. Connect the “pick” output from the Cryptomatte node to the image input of the viewer node. Render the scene (keyboard shortcut F12).
You should now see different matte colors that identify different assets in your render layer. Use the + button to access the eyedropper tool and select as many assets as you need for the matte you are building.
To see the actual matte, you can plug the “matte” output from the Cryptomatte node to the viewer.
Now you have a matte that you can use in various way when you are compositing. As a simple example, you could color correct the matted area by combining two copies of the input image with the “AlphaOver” node while using the matte as the factor. Then simply drop a color correction node like RGB curves between the bottom image connection.
Creating your own Spritefonts (sometimes also called bitmap fonts) for Scirra’s Construct 3 game engine using Photoshop can be surprisingly tricky. The main difficulty seems to be in creating a grid of evenly spaced characters so that the automatic Sprite font slicing mechanism in Construct can slice them up properly. A monospace font makes this much more simple since all the characters will take up the same space by default, but monospace fonts are quite limiting stylistically. What if you want to have non-monospaced fonts neatly organized in a grid for Construct?
There are helpful tools like “Give Your Fonts Mono” which can convert a regular font into a sprite font and it even generates the spacing data for Construct 3 which you paste into the Spritefont plugin settings. The spacing data looks typically something like this;
You can’t however do any fancy stuff like giving your characters drop shadows, strokes or gradient fills etc. But there is a work around! Just save your tranparent png image from GYFM and open that in Photoshop. Then you can play with layer styles etc as long as you don’t cross the bounding box given for each character. You can increase the bounding box size in Give your fonts mono to give yourself more room. In Photoshop you might need to cut some of the rows into their separate layers for consistent gradients, but other than that this workflow should be pretty straightforward. When done in PS, simply re-save as PNG and import to Construct 3.
Unfortunately Construct doesn’t seem to support kerning at the moment so that would have to be handled with events. It’s not the easiest of programming challenges though.
Another possibility (besides custom events) might be to make a copy of the most difficult characters in the Spritefont sheet and give them special spacing rules. Then you would need to pick that special character in the situations in which your kerning looks bad. That’s also a bit hacky and tedious. So before Construct gets proper kerning support for Spritefonts, it might be best to stick to monospace Spritefonts.
This is a very specific topic, but it was hard to find information about it online, so I’ll post my findings here.
If you want to force a certain color palette on your image in Photoshop you can choose
Image –> Mode –> Indexed Color.
A window will pop up where you can choose a palette. If you want to create your own palette in which you select all the colors, you can do this:
Set the palette to “custom”. A color table window will open. You can delete existing colors by ctrl-clicking on them. You can add more colors by clicking an empty color slot and picking a color for it.
Here’s a quick gif-like video of creating custom color tables (ACT-files) in Photoshop and saving them for later use:
I’m currently working on a project in which I need to create a lot of vector drawings. After trying Inkscape for a moment and having some frustrations with the user interface there, I decided to return to my favorite software: Blender. In this post I will document the things I learn while using the grease pencil tool to create vector art in Blender.Continue reading “Using Blender as a vector drawing program”
This is a quick example of how you can tint an svg image even if it’s added to the page externally (it’s not an inline svg):Continue reading “Colorize or tint an SVG image with CSS”