AuthorTopic: Homebrew DS pixel editors?  (Read 11088 times)

Offline Atnas

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Homebrew DS pixel editors?

on: November 21, 2011, 12:01:48 am
Hey guys, did a search but everything was pretty scattered. I'm looking for a nice pixel art editor for the DS.

There's SEDS by our very own PypeBros: http://www.wayofthepixel.net/pixelation/index.php?topic=7049.0 And a link to his page with latest beta: http://sylvainhb.blogspot.com/p/sprite-editor.html

Argyle as well as Kasumi mentioned Animanatee in a topic somewhere. http://deku.rydia.net/

I'll be trying these two out tonight and I'll come back with some feedback, as I'm sure others can benefit from a topic dedicated to just DS pixel editors.

Anyway, does anyone else know of other quality pixel editors for the DS? I've heard of a few others but I'm not sure what's best from a serious pixel artist's perspective.

Anyway, thank you.
« Last Edit: November 21, 2011, 12:03:24 am by Atnas »

Offline HughSpectrum

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Re: Homebrew DS pixel editors?

Reply #1 on: November 21, 2011, 12:09:58 am
Inchworm Animation for people without flash cards is capable of pixel work.

Offline Atnas

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Re: Homebrew DS pixel editors?

Reply #2 on: November 21, 2011, 01:46:53 pm
Well last night I tried out SEDS and animanatee. SEDS is definitely not user friendly haha. I think I saw PypeBros admit that somewhere as well.

Animanatee on the other hand was quite nice. It's geared towards animation. It has an editable 60 color palette and 2 layers though.. As well as a dither brush and 16x zoom. So it's the better option of the two HOWEVER it doesn't have basic copy/paste so tiling is going to be a pain. Should be ideal for sprites however as the animation is already such a focus. Surprisingly its the only pixel editor I've used with pressure, haha.

Made this limpy walk cycle when testing it out:

I would try out inchworm if there was a .nds version, but there is not. I am looking into Pocket Pixie DS, but apparently there's no save feature. Oh well.

I'll report back later with more experiments and possibly other homebrews.

Offline Kasumi

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Re: Homebrew DS pixel editors?

Reply #3 on: November 21, 2011, 02:56:14 pm
"One day"™ I want to make my own DS art program, but I have to get more of my game engine finished before I create my music and graphics creating programs.

To get around lack of copy and paste in animanatee, here is the clunky workaround I do. Copy frame. Paste to a new frame. Erase everything you don't want selected. Turn on onion skinning. Scroll the image frame around with the scroll tool. Use the onion skinning to position it to where you want it pasted. Copy frame. Go back to first frame. Paste frame.

Sounds really complicated, but once you're used to it it doesn't take very long.
« Last Edit: November 21, 2011, 02:59:45 pm by Kasumi »
I make actual NES games. Thus, I'm the unofficial forum dealer of too much information about the NES

Offline Atnas

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Re: Homebrew DS pixel editors?

Reply #4 on: November 21, 2011, 03:08:44 pm
Haha! That's genius! Thank you very very much.

Offline PypeBros

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Re: Homebrew DS pixel editors?

Reply #5 on: November 23, 2011, 08:22:10 am
Well last night I tried out SEDS and animanatee. SEDS is definitely not user friendly haha. I think I saw PypeBros admit that somewhere as well.

That's indeed something I'm aware of, most likely due to the fact I modeled the tool after an old game-maker, and partly because I somehow ignore how to produce quality pixel art with regular paint programs. I know that the option I picked to use the buttons of the DS as part of the UI make it hard to learn ... and the fact that clicking and L-clicking may do different things on different objects certainly doesn't help either.

I'd be happy to hear your #3 improvements for the software, anyway. Knowing the userbase better would certainly help doing user-friendly software: I have no pixel artist around IRL that could provide such feedback.

Btw, loading/saving from .png files is not something I'd want to integrate on the homebrew, but I have plans for something like "load from/save to imgur.com" ... If I manage to use their API.

Other question, do you think a UI that reminds the user of possible actions would be more useful for you ?
Finally, assuming that you'd be comfortable with the controls, is the edition of 16x16 or 32x32 areas of a 64x192 canvas of any help, or are you actually looking for something that would be closer to the 'sketch-on-DS' use case suggested by Panda a while ago ?
« Last Edit: November 23, 2011, 10:52:19 am by PypeBros »

Offline Atnas

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Re: Homebrew DS pixel editors?

Reply #6 on: November 23, 2011, 01:58:51 pm
I'm personally more of a game artist, I think I've only ever made "pixel art" about 5 times or something. Not something I'm too interested in. The sprite focus is definitely good for me.

My main problem with the interface is even with the documentation, I have no idea what anything does and the controls don't respond as I'd expect, in fact at times they seem situational. I think if a little screenspace was dedicated to a tiny toolbox it would help things a lot. Another option is a sort of pop up menu like animanatee does: when you hold a key, in their case it's L, all the options are at your fingertips.

Also, sometimes when I'm fooling around with the tools to try to learn them, I get locked out and cant find my way back to drawing and need to restart.

While I pixel I'll only ever have one hand for buttons, so making the left (or right, its usually mirrored in ds tools) dpad (buttons) contain everything I'll need is a plus.

If you want, I could give you a mockup of what sort of thing would be most helpful. SEDS is much more powerful than anything else out there, it's just much harder to use.

My own level editors etc that I have made in the past are a bit cryptic and someone else wouldn't know where to start - so I definitely understand why SEDS is hard to use.

Offline PypeBros

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Re: Homebrew DS pixel editors?

Reply #7 on: November 23, 2011, 02:34:10 pm
So, if I convert that into a todo list ...
#1: make sure there's *always* a button that brings you back to the drawing mode when you've left it.
#2: visual feedback for the tool currently used, and a way to activate tools for people who find ABXY and R hard to use.
#3: extra feature through a pop-up menu

Quote
If you want, I could give you a mockup of what sort of thing would be most helpful. SEDS is much more powerful than anything else out there, it's just much harder to use.
Yes please. Indicate the items that puzzled you, those which were hard to use. There's a lot of room that has been "saved for future use" (namely, layers support), but there's no plan to work on layers on the "grid window" anymore, rather for merging "AnimEDS" and SEDS in a single program.

Oh, and a list of functions you'd invoke from the pop-up menu would be good.
« Last Edit: November 23, 2011, 08:49:42 pm by PypeBros »

Offline PypeBros

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Re: Homebrew DS pixel editors?

Reply #8 on: November 25, 2011, 07:24:21 pm
I updated the latest beta so that objective #1 is met. You've got a 'Draw button' on screen that will take you back to the drawing grid. Please ignore the "A B ? / \" buttons that appeared at the top of the drawing screen: these aren't responsive yet. They'll become your right-hand button alternative if you don't feel like pressing buttons with the stylus in your fingers :)

Offline Atnas

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Re: Homebrew DS pixel editors?

Reply #9 on: November 30, 2011, 03:00:41 am
Hey, I can't seem to find the draw button? But I think it's great that you're working towards those points. I'll try to get that mockup done of what I'd find an optimum setup soon.