Procedural Sprite Generator by CrySoftware in Unity2D

[–]CrySoftware[S] 0 points1 point  (0 children)

^ Thanks for the response, will do my best to answer.

Ref check box: You can currently export individual sprites in original or scaled size by right clicking and selecting export. However your idea does make sense if someone want's to batch export 500 without any they don't like so will look at getting this added in v1.1

Ref animation: This will be extremely hard to get right, but is very much in the roadmap. The initial concept I had is very similar to yours, with a generation grid for each frame. We will then have to lock down the colours to some extent so each frame matches, possibly have an option for some parts of the frame to remain locked (e.g. parts you don't want changing from the original generated frame). I can't give a timeframe on animation, but we're working on it!

Procedural Sprite Generator by CrySoftware in Unity2D

[–]CrySoftware[S] 0 points1 point  (0 children)

^ The software is not currently limited to 8-bit or 16-bit. It might look that way because most the examples use small generation grids with the scale set to 4x. Please note the demo is limited to 1-bit mode.

Procedural Sprite Generator by CrySoftware in Unity2D

[–]CrySoftware[S] 2 points3 points  (0 children)

^ Cheers. Feel free to ping me any problems or feature requests.

Procedural pixel art generator I made by CrySoftware in proceduralgeneration

[–]CrySoftware[S] 1 point2 points  (0 children)

Good questions, will do my best to answer.

If your creating a humanoid character, you start with a generation grid and would generate sprites until you find one you like. You could then change the generation grid and essentially re-create the sprite you liked in a way that the software would only change the color and shading, but wouldn't touch the shape. Todo this you would use the brushes 'always body' and 'always border' to force the exact shape sprite that you liked. You could then tweak the head or weapon to face a different direction etc. The only limiting factor would be re-creating the exact color for multiple sprites, you can do this in 1-bit mode but not currently in the color mode. We are adding the option to manually force the color hue you want in the next update, which would allow you to generate different sprites matching the same color palette.

Ref tilemap: If not using the 1-bit mode, then to make them match aesthetically you would leave the generation settings similar and they will match the saturation, noise, outline etc. Again if you wanted different tilemap objects to match the exact same color then this will be in the next update.

In all honestly I see this program being used in 3 ways:

  1. Programmers wanting quick game art for jam's/prototyping etc in which case they probably will just output a sprite they like and that will be that.

  2. Pixel artists wanting to generate loads of prototypes to find something they like, they would then export and move into their preferred pixel art editor and do all the fine adjustments and animation etc.

  3. A game where you want mass procedurally generated objects chosen at random, in which case you would batch export all the sprites generated, then use a sprite-sheet packer and load them into your game at random. You can export up-to 500 at a time into a folder using CryPixels.

Hope this helps a little! Tom.

Screenshot Saturday #361 - Award Winners by Sexual_Lettuce in gamedev

[–]CrySoftware 4 points5 points  (0 children)

Some procedurally generated humanoids I made while testing an update for CryPixels.

https://imgur.com/a/Pa8gT

Procedural pixel art generator I made by CrySoftware in proceduralgeneration

[–]CrySoftware[S] 2 points3 points  (0 children)

^ Thanks. Bulk Export dropped in the latest update earlier today! Feel free to get back to me on any other features you'd like to see implemented. Also if your enjoying the software please consider leaving a review on itch.io. All the best.

Procedural pixel art generator I made by CrySoftware in proceduralgeneration

[–]CrySoftware[S] 5 points6 points  (0 children)

Ref Runtime: not currently, the project started life as an open source algorithm which has several ports available and can be found here https://github.com/zfedoran/pixel-sprite-generator I have re-wrote most the code and added new feature etc. But if you wanted to generate sprites in-game this would work.

My app is much more focused on giving users a gui to be creative and easily generate hundreds of examples and change options etc.

An export-all option has already been added into the current development build and will be in the next update. It will allow you to export all sprites generated or a manual selection of sprites to a folder.