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2D Spriteline - Your Ultimate 2D Pipeline for Pixel Art games

Discussion in 'Assets and Asset Store' started by Diet-Chugg, Jul 27, 2015.

  1. Diet-Chugg

    Diet-Chugg

    Joined:
    Jul 4, 2012
    Posts:
    51
    We believe making games should be simple, intuitive and fun. For this is the very reason why we believe in using the Unity game engine. We believe Unity can become even better by community created assets to extend the abilities of Unity. We extend Unity with great tools that are easy to use.

    We want our 2D Spriteline tool to be the ULTIMATE pipeline for getting your sprite assets prepped for game development! Stop working on the boring task of prepping your content and get right to doing what you love best - Making Games.

    (Coming soon for this package. A tilemap editor with a custom brush making API)

    This package is a beast as it includes:

    1.Pyxel Edit Tilemaps- Bring your tilemaps to Unity in style! (Requires Pyxel Edit($9.00) and JSONObject(Free). Highly Recommended to have Sprites To Prefab as well) Normally $4.99

    2. Sprites To Prefab - Take a Spritesheet and in one click convert all your sprites to usable Prefabs. This tool is 100% free.

    3. GIF To Sprite And Animation - In one click convert all your GIF files to usable animation clip and texture files for game development. Normally $4.99

    4. Pixel Perfect Camera - A simple pixel perfect Camera. Get those ugly pixel imperfections out of your game today! Normally $4.99

    5. Sprite Something Tilemap Importer(Requires IOS SpriteSomething App ($4.99)) Import all your OnTheGo tilemaps to game ready use. $4.99

    This is $24.95 value can be purchased as a group package 2D Spriteline for $14.99.

    This is the official support thread for any of the tools in the 2D Spriteline package. Feel free to ask any questions or if you need help with this tool you can post here or contact me at michaelchugg@dietchugg.com
     
    Last edited: Feb 22, 2016
    GarBenjamin likes this.
  2. rodrycode

    rodrycode

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    Mar 4, 2015
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    I'm getting this weird lines at the import of the Pixel Edit Level with the Pyxel Edit Tilemap Importer. I'm using 16 Pixels per Unit. Zooming in/out changes that weird lines. How can I resolve this issue?

    Take a look at the images, please
     

    Attached Files:

  3. matteo-piccioni

    matteo-piccioni

    Joined:
    Jul 4, 2014
    Posts:
    49
    Hello, I am interested to buy Pyxel Edit and Pyxel Edit Tilemaps
    Are they well working together or it will be a pain ?

    Thanks
     
  4. Diet-Chugg

    Diet-Chugg

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    I've had very few support requests for the tile-map importer (less than 5% of the purchasers of the tool). Be sure and follow the tutorial video as it will guide you through the steps needed to import. The couple gotcha's you will need to be aware of.

    It's possible to make a tile that is completely composed of transparent pixels in PyxelEdit but Unity's sprite slicer will ignore a square that is completely transparent. Doing this will cause an error importing the tilemap because it will expect x prefabs and will only make x-1 prefabs. So don't make a tile in pixel edit that's completely transparent (There really is no need for a tile like that anyways) and if you do be sure to manually mark that sprite in the sprite importer as it won't get picked up by unity's sprite slicer otherwise.

    You can export out multiple layers in Pyxel Edit into the Unity tilemap. Just make sure there is no spaces in your layer names. There is a bug that in some cases that causes problems. (Should be resolved in the next update.)

    Last but not least, rodrycode recently found a bug in the Tilemap.cs that can sometimes cause weird lines.
    He said to replace the FindSpriteID method in the script with this:

    public int FindSpriteId(Sprite sprite) {
    int horizontalSprites = ((int)sprite.texture.width - padding) / ((int)sprite.rect.width + padding);
    int verticalSprites = ((int)sprite.texture.height - padding) / ((int)sprite.rect.height + padding);

    float horizontalPercent = (sprite.rect.x - padding) / (sprite.texture.width - padding);
    float verticalPercent = (sprite.rect.y - padding) / (sprite.texture.height - padding);

    int horizontalIndex = Mathf.RoundToInt(horizontalPercent * horizontalSprites);
    int verticalIndex = Mathf.RoundToInt(verticalPercent * verticalSprites);
    int verticalValue = verticalSprites - verticalIndex - 1;

    return horizontalIndex + (verticalValue * horizontalSprites);
    }

    (This will be resolved in the next update.)
     
  5. matteo-piccioni

    matteo-piccioni

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    Thanks :)
     
    Diet-Chugg likes this.
  6. matteo-piccioni

    matteo-piccioni

    Joined:
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    Hello,
    I have problems with Pyxel Edit Tilemaps than I had just bought.

    1)
    First of all I cannot find class Tilemap.cs, but I was able to found the method FindSpriteId into PyxelEditTilemapImporter.cs class.
    Is the right class to modify ?

    2)
    In the tutorial video I can see that TileImporter script has two public variables: Pixels Per Unit and Padding that I dont see in my project. Why ?

    3)
    My tiles are 64x64 and into PyxelEdit I export tileset and Tilemap
    I convert my tilest into gameobjects (Texture Type: advanced, Pixel Per Unit 32, Mid Maps off, Wrap Mode Repeat, Filter Model Point) using SpriteToPrefab
    I drop into TilemapImporter all my gameobjects and the json tilemap.
    When I do 'Import' not all the level is into unity...I can see that a lot of tiles have not been created.
    EDIT: I understand...into PyxelEdit in the level not all tiles has the index (see screenshot)...where the index is a dot into unity the tiles is not created. Why some tiles are not indexed ?


    Can you help me ?
    Thanks
     

    Attached Files:

    Last edited: Feb 24, 2016
  7. Diet-Chugg

    Diet-Chugg

    Joined:
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    1) You are right. I meant PyxelEditTilemapImporter.cs there.
    2) I found a way to automate getting the pixels per unit value so I removed manually entering it and the same for the padding value.
    3)The ones with a dot instead of a number are unassigned tiles. In Pyxel Edit you can paint in unassigned tiles and even copy and paste unassigned tile info to other squares. In order for them to export they need to have a number aside all your actual tiles.
    To make new tiles on the Right there is a Tile window in Pyxel Edit. Hit the plus button to make a new empty tile and place it somewhere in your scene. Select all the info from an unassigned tile and paste it into that new empty tile. Then select the assigned tile that has a number and paint it on all those other squares.
     
  8. matteo-piccioni

    matteo-piccioni

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    Thanks :)
     
    Diet-Chugg likes this.
  9. Diet-Chugg

    Diet-Chugg

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    It would be really handy if PyxelEdit had a way to select a unassigned tile and convert it into a new tile. I have not noticed a feature that does it though. Off to PyxelEdit feature request forum I go!
     
    matteo-piccioni likes this.
  10. franciscochong

    franciscochong

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    Hi, not sure what is going on.


    I have followed the video tutorials, except the naming part, is this a deal breaker?
     
  11. Diet-Chugg

    Diet-Chugg

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    Could you send me a Pyxel Edit file that causes the problem? Thanks :)
     
  12. franciscochong

    franciscochong

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    I'm currently at work, but ill definetly send you the file when i get in front of my computer at home
     
  13. Odayian

    Odayian

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    Jan 23, 2016
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    By chance, was there a solution to Franciscochong's problem? I was having the same issue. The errors he's getting I receive separately and together.
    "Could not get prefab with Sprite ID XX" other times I'll see "Object reference not set to an instance of an object" or even together.
     
  14. Diet-Chugg

    Diet-Chugg

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    for franciscochong the problem was he had a tile that was completely *empty* tiles with no graphic info in them. Check to make sure you don't have any Tiles that are empty. If you are still running into the problem send me a pyxel edit file that's having the problem at michaelchugg@dietchugg.com and I'll investigate the problem. :)
     
  15. franciscochong

    franciscochong

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    This is correct, sorry for not posting this here earlier, this plugin is working as expected and by the way, Diet Chugg, i love it! :D its so handy when creating background tiles and not having to place them manually then just adjust sorting layers, change the z value and voila instant parallax effect
     
  16. ranosfera

    ranosfera

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    May 3, 2016
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    i have the same issue that rodycode have, and also when i import my json file, some sprites are switched? anny idea?

    <a href='https://postimg.org/image/wnnbxkbun/' target='_blank'><img src='https://s27.postimg.org/wnnbxkbun/weird_lines.png' border='0' alt='postimage'/></a

     
    Last edited: Dec 20, 2016
  17. Diet-Chugg

    Diet-Chugg

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  18. TheAngryTophat

    TheAngryTophat

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    The sprite line package says it requires an iphone app? Which component requires that? Seems a bit odd. Just looking for clarification.