For booth spaces a preview grid shows you if slices are aligned correctly. Direct download link: ShoeBox_3.5.0_public.air The biggest update is the Texture Ripper tool which has its own documentation here: The basic idea of this tool is to define 4 sided areas in your source image. I silently released an update a few days ago but got only today the time to update the documentation and create a video for the new changes. This will trick your eye as you will not be able to see this very opaque black border but it will not trick ShoeBox as it will assume that all those elements are one blob to parse. in the Bitmap font tool or sprite extractor tool do this: Add a outline filter in PS to your sprite that you want to merge with its close surrounded pixel islands, make sure that the thickness connects the islands you want to be connected and then change its opacity to 1%. Lastly a little trick that I have been sharing with some people lately: If you want to force some pixels to connect as one blob or pixel character e.g. It lets you extrude border pixels of sprites so that when you render them in hardware acceleration or with texture filtering bordering pixels are preserved at all costs even when the UV coordinates shift. Another new feature that was added to the sprite packer is the pixel extruding feature. This makes sense if your characters have a rather HD resolution or you have a lot of characters like eastern languages. For very big bitmap font input bitmaps I rewrote the whole bitmap font parsing part so that it supports multiple rows should you input bitmaps that exceed 8191 in width or height. I will update the documentation page soon with all the added dynamic variables for the output syntax. Kernings count=760 kerning first=62 second=62 amount=-1 kerning first=61 second=62 amount=-1 kerning first=247 second=62 amount=-1 kerning first=165 second=247 amount=-2 kerning first=165 second=188 amount=-1 But of course this can be fully customized. It will store this information in the *.fnt format like this: For each of those kerning pairs it will determine a kerning offset on top of the regular kerning distance. By averaging each side's rays lengths into a volume unit I can then determine the optical kerning as in volume that fits between character pairs. This screenshot shows the green rays hitting the bitmap silhouette. The 3rd variable is the kerning rays value which determines how many rays should be cast for each bitmap character. If 2 characters don't seem to kern at all in your preview window you can add them in this list seperated by a space character. I have about 500+ kerning pairs added as a default which I got from a typography website. In the settings panel you can define whether you want to build the kerning pairs. I am actually quite proud of how this now works with its all automated optical kerning with quite nice results. I just released ShoeBox version 3.2.0 download available at: Version 3.2.0 has the kerningall working and implemented. If you have some ideas add them here I will add soon some new YouTube videos on how to use some of the new features as well as update the website to reflect some of the changes in this release. So people can submit bugs to me that I can queue and sort, same with feedback and new ideas. A new uservoice page will take care of all the feedback and suggestions. A few other feature were also used for this game like symmetry sprite packing but they are not yet available in the public release as they are not very user friendly to use. There is a behind the scenes page here The new sprite pivot tool for example was created for the project so we could set custom pivot points for every sprite or sprite sets. Alternatively you can download it here ShoeBox 3.0.0 We at Soap creative have been using it recently on GangsterSquad a heavy sprite powered 2d game. I expect this to be released within a few daysĪfter a long break, finally a new public release ShoeBox 3.0.0 Website If you quit your current ShoeBox it should auto update your existing one. The way it stores the pivot position within a sprite is by extending the sprite canvas so that the center of the sprite represents the pivot. Also pretty much done is a new Pivot Editor for sprites It allows you to edit pivot points of multiple sprites and or sequences. There are some new little details in the UI that you might notice if you use it but all in all less UI clutter. The settings are actually a lot easier to read and manage now I think. Here a screen in the debug mode with wireframes and bounds. I am almost done porting the new UI, its using a new UI rendering technique which uses Android's Patch. If you want them all in one sequence or order use the "Ani 2 Sheet" tool Under settings choose "single row" and it should give you what you want. Cinza: Are you referring to the sprite packer? Yes its intended to pack the frames at random or best to the overal size order.
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