Hello there.
My pixel art editor for the Nintendo DS system is finally mature enough to deserve an announcement here. So if you have a homebrew-ready nintendo DS and feel like drawing at the busstop, in the subway, during latin courses (not math courses, right, you'll need them later to become a video game designer
, wherever,
Sprite Editor for DS is exactly what you'll need.
SEDS is a typical sprite-editor-in-a-grid featuring two grid sizes (16x16 and 32x32) tuned for stylus-powered edition. The figure above show you SEDS control in the regular "edition mode". The L button is like the "apple" button on an Macintosh computer: it lets you trigger 'alternate' functions on the objects. For instance, touching the grid with your stylus paint in the current color while holding L and clicking the grid will change the current color to the color you've clicked. Similarily, clicking a sprite in the "spritesheet" (on the right of the screen) loads it in the grid and L-clicking the spritesheet saves back the content of the grid.
Getting Started * draw simply by touching the grid, select a new color by touching it in the palette on the left
* A = pencil tool, L+B = "horizontal flood fill"
* X/Y : automated "darken/lighten" brushes
* B = block tool (clik the two corners separately to fill it)
* L+R held together : show some more help
Saving/resuming your work
SEDS manages 4 sprite sets, stored at the root of your media card, named SPRITEA.SPR, SPRITEB.SPR, SPRITEX.SPR and SPRITEY.SPR, which lets you quickly save your work by pressing START-R-(ABXY) and load it back with START-L-(ABXY). An additional backup level let you "archive" a spriteset in the /data/seds directory when you overwrite it with some new data.
You can escape the 32x32 (or 16x16) limitation through the "cursor" that appears when you press R. you can then move to any square region of your spritesheet and load/store the content of the grid from that position.
A small "tutorial mode" is built-in and available by pressing L and R buttons simulatenously (though only ~50% of the most frequent actions are covered so far). There is also a built-in palette editor (press SELECT), a drafty animation test mode (press L-SELECT) and the ability to convert .spr files into .png either using a shipped script or via
this online conversion toolLet me know whether you find it useful, handy or ugly to use. I'm also eager to know what additional feature you think that should be added, etc.
Have a nice pixel ^_^
PS: SEDS art can be directly reused by sidekick projects "Level editor on DS" and "Anim Editor on DS" ... and the open-source game engine used for Apple Assault. More detail on
my blog