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SpriteStack Voxel Editor
- ujuj 5y agoSteam reviews seem to highlight documentation and development issues! It is sad, the tool seems to be fine. Reminds me of aseprite (which is more 2d): https://www.aseprite.org/ https://www.aseprite.org/
- myth_drannon 5y agoThe developer responded on the forum: Q: "Has SpriteStack been abandoned?" A: "Nope. 2020 was terrible for me in terms of ability to work. SpriteStack has been rewriten from the ground - it's just terribly delayed because I did not expected things to go that way." You can check his Patreon account for updates on the rewrite
- swiley 5y agoPersonally I got absolutely nothing done on my side projects in 2020 between Covid, moving, and a new job. 2021 has been far more productive.
- bee_rider 5y agoIt was a weird year, I'm a work from home guy, I love work from home, but work from home is not as nice without the option to break it up by working from other locations occasionally. I need an occasional refresh I think.
- gfodor 5y agoIf you want to import VOX from apps like this and work on them together, my collaboration app Jel (jel.app) might be worth checking out. https://m.youtube.com/watch?v=ajTePjJNjoY https://m.youtube.com/watch?v=ajTePjJNjoY
- gorwell 5y agoThis looks perfect for retro indie games. Anyone here have experience with it? Are the results usually as expected or are there often edge cases where you have to edit the exported model?
- ionwake 5y agoThis is awesome all my respects to the creators I hope it can be easily used to port models across to games will be following
- gnarbarian 5y agoI love the retro jagged raster art style.
- yorak 5y agoNice. The resulting graphics style reminds me of a Short Hike, which is a family friendly bite sized 3D adventure and exploration game. I'm not affiliated in any way, just enjoyed the game with my kid. It has a nice balance of story, challenges, and some platformer action. https://ashorthike.com/ https://ashorthike.com/ Edit: IIRC the shader a Short Hike used was discussed in the GDC talk by the game's author: https://www.youtube.com/watch?v=ZW8gWgpptI8 https://www.youtube.com/watch?v=ZW8gWgpptI8
- pjs_ 5y agoI saw something similar done in PICO8, pretty much an 8-bit Blender, looks absolutely nuts: https://twitter.com/johanpeitz/status/1365356945708896265?lang=en https://twitter.com/johanpeitz/status/1365356945708896265?la...
- Impossible 5y agoPico CAD is a full low poly modeling tool in Pico 8. It's very different from an implementation standpoint than SpriteStack, which is voxel editor, rather than a polygon modeler. They are only similar in both being low resolution, resulting in a similar aesthetic.
- spicybright 5y agoI have so many questions. The only thing I know about pico8 is it's a VM for very low end hardware, it used a hexidecimal numpad as it's interface, and black and white. I just ran the download from the website and it's so much more than that. Are there any other resources to learn more about this?
- Ivoah 5y agoWhat you're thinking of is CHIP-8[1]. PICO-8[2] is similar in spirit, though much more powerful. It's a constrained (in memory, code size, and cpu cycles) lua environment tied to a 128x128 16 color display. [1] https://en.wikipedia.org/wiki/CHIP-8 https://en.wikipedia.org/wiki/CHIP-8 [2] https://www.lexaloffle.com/pico-8.php https://www.lexaloffle.com/pico-8.php
- rezoner 5y agoFYI - SpriteStack has a direct support for PicoCAD files (without need to convert them to anything else) - https://twitter.com/rezoner/status/1412759115370307584 https://twitter.com/rezoner/status/1412759115370307584
- tomc1985 5y agoA lot of the example sprites look pretty bad, you can barely tell what they are
- dexwiz 5y agoI would be interested to see them with a better shader.
- rezoner 5y agoPlease check out my twitter for current examples - I have been polishing this renderer for 2 years now and it has improved a lot https://twitter.com/rezoner/media https://twitter.com/rezoner/media
- dexwiz 5y agoWow these look miles ahead. How customizable is the rendering pipeline? For example can I toggle the dithering or use different parameters?
- atum47 5y agoWhen I was studying 3D on the web, I saw an example by Mr. Doob (three.js) and I tried to do something similar. https://victorribeiro.com/voxel/ https://victorribeiro.com/voxel/ Very rustic, don't work 100% on mobile but an attempt was made. I think keys 0-9 selects tile. Shift click deletes and clicking and dragging on the sides of the screen rotates the camera
- toxik 5y agoMaybe something on my end but the video didn’t work. Wrong encoding for iPhones?
- can16358p 5y agoNot working on my iPhone too. Not your end. Video is broken.
- dang 5y agoPast related posts: Spritestack – 3D pixelart editor based on sprite stacking technique - https://news.ycombinator.com/item?id=19325331 https://news.ycombinator.com/item?id=19325331 - March 2019 (36 comments) SpriteStack: A Sprite Stacking 3D Pixel Art Editor - https://news.ycombinator.com/item?id=19283781 https://news.ycombinator.com/item?id=19283781 - March 2019 (1 comment)
- CyberRabbi 5y agoIn these examples, are the voxel models being isometrically projected into a low res 2D space? Stylistically that seems kind of strange. I would expect either projecting a voxel model into a high res space, or projecting a high poly model into a low res space. Also there doesn’t seem to be any anti-aliasing applied which would be a bare minimum here. Anyone have a good idea why the webmaster made these choices?
- MattRix 5y agoThe aesthetic is intentionally low-fi. They’re rendered using a retro technique called sprite stacking, where you take 2D image slices and stack them vertically in pseudo-3D space. An explanation is here: https://medium.com/@avsnoopy/beginners-guide-to-sprite-stacking-in-gamemaker-studio-2-and-magica-voxel-part-1-f7a1394569c0 https://medium.com/@avsnoopy/beginners-guide-to-sprite-stack...
- xsmasher 5y agoThe examples in your link look much better than anything on the SpriteStack page; probably because they are rendered at a higher resolution, as the parent poster suggested.
- xsmasher 5y agoIt looks like the examples are rendered very, very small and enlarged for display. Here's the rabbit; it is only 25x23 pixels. https://spritestack.io/apng/default/889?v=15698873450001 https://spritestack.io/apng/default/889?v=15698873450001 They would look much better if the same model was rendered at a higher 2d resolution.
- rezoner 5y agoI am not using spritestacking as a mean to render things since a long time. It's intentionally sharp, low res and non antialiased because that's the style I like in games. Please check media on my twitter to get a notion of how it really looks like right now https://twitter.com/rezoner/media https://twitter.com/rezoner/media
- thebeardisred 5y agoHappy to see this exists. I had a freaky dream about software like this a few weeks ago. I'm glad it was just passively synthesizing background noise. :D
- strogonoff 5y agoIn latest Safari, none of the videos on the landing page or in the docs work. The only way is to right-click each, choose “Download video” and view locally.
- Kuinox 5y agoSafari is the new IE.
- strogonoff 5y agoThey don’t work in Chromium 90.0.4425.0 either on the same machine. My bet is that the server that hosts videos on their landing site might be misconfigured in some way.
- Kuinox 5y agoIt work on both my firefox and my chrome. The server that host the video is cloudflare. I will bet that you run a mac that doesn't support the encoding used. What I see is that the video is not served in multiples parts but in a single HTTP request.
- setr 5y agoOn windows and Firefox, it fails with network error partway through buffering. Repeated refreshes make further progress, until I had the whole thing.
- lbotos 5y agoIn Firefox, they play, but show "aborted due to network error" but keep playing. (which was interesting)
- spicybright 5y agoSecond this. Never seen that before either lol
- 5y ago
- qq4 5y agoThis reminds me of Tiberium Sun units. I always enjoyed the voxel models in that game and wondered why there weren't more tools available for modelling similar things.
- rezoner 5y agoThese units were a huge inspiration for me - if you dig through various modding forums you will notice that they use a lot of unknown dedicated software and that there are tons of models created outside of the gamedev bubble by extremely talented people that have nothing to do with the industry on a daily basis and because of that they remain pretty much anonymous.
- qq4 5y agoI remember seeing some really impressive unit mods when I was younger. I only got a glimpse at some of the tooling in a short documentary about the Tiberium series. I remember there was a voxel editor on a screen. It's cool to see some development in this area. Sometimes I day dream about making use of voxels for simulations or games.
- ElHacker 5y agoThis is great! I really like the retro look on the example models and the video. I've never edited voxel models with the spritestacking 2D technique, I'll give it a try. Is it more efficient than placing voxels in a 3D viewport? On a side note I've been building my own very simple voxel editor in VR you can take a look at it here: https://www.youtube.com/watch?v=tiaGvePo6jo https://www.youtube.com/watch?v=tiaGvePo6jo
- rezoner 5y agoNo - spritestacking is not as effective for the most of things but there is something playful about it - it changes the way you think about what you draw which imposes an unique style on your creations.
- hartator 5y agoIn the featured art, I don't see the why of the voxel sprites compared to the beautiful 3D rendering. I probably love my old classic games more than average. (Still have Prince of Persia 1989 installed.) And love some new indie game with old graphics. (FTL is awesome if you haven't tried it yet.) But 3D and proper physics enable so much more. It feels odd that so much time is spend on recreating old game feeling for some nostalgia sake compared to let's say exploring new 3D physics engine. (Teardown is an indie awesome game if you want to play with an adventurous physics engine in 3D.)
- dantondwa 5y agoEvery art has its why. Check out the wonderful work by @MadMaraca [1] as an example of what one can do with voxels. They're truly stunning. I think that the limitations of voxel art are also its expressive power. Pixel art didn't replace at all painting, nor did it aspire to do that. But it founds its beautiful niche, and there's beauty in that. [1] https://twitter.com/MadMaraca https://twitter.com/MadMaraca
- javajosh 5y agoOn possible reason is that, at least in theory, it's far less computationally intensive to render voxels because the polygon count is very, very low. So the style not only has intrinsic aesthetic value, but will be less demanding on constrained devices like phones and portable game systems like the DS.
- rezoner 5y agoI am sorry to be that guy but your assumptions are wrong. Rendering voxels is much more expensive than rendering regular meshes. The polygon count is actually tremendous. Getting detailed models with voxels requires a lot more data than polygon based mesh.
- rpastuszak 5y agoI think you might like Death Trash, I’m running to catch a plane so you’ll have to google it!
- 5y ago
- qwertox 5y agoThat trailer is a piece of art. Well done.
- rezoner 5y agoThank you. It's coded from start to end because I am not familiar with any software that do trailers. I first coded it then wrote music (in FLStudio) that is aligned with events in a demo.
- mdtrooper 5y agoThere is a awesome Voxel Editor https://goxel.xyz/ https://goxel.xyz/ because it is free software and it is coded in C++. It is close near mature state (or I think it with love).
- rezoner 5y agoAhoy. I am the author of SpriteStack. I am really honored to be on HN front page and I would like to straighten some misconceptions about this app. The version that is available and its trailer has little to do with the current state of the application. New release brings voxels, lowpoly and sprites together to create 3D animated game objects and export them as 2D spritesheets. It's purpose is not to replace your favorite software (Aseprite, MagicaVoxel, PicoCAD...) but to bind them all together into something even more useful from a 2D gamedeveloper point of view. So it can import - a lot of things. Please check this post/video that is more accurate about what SpriteStack is than the 2019 trailer https://www.patreon.com/posts/spritestack-2021-53317888 https://www.patreon.com/posts/spritestack-2021-53317888
- stu2b50 5y agoHi, think this looks really cool, although I am a little confused what I, a propsective consumer, should be doing. If I want to give this try, should I buy the current version? Is there a separate purchase for the new version? Does the license carry over? tl;dr what/where should I buy at this current moment
- wcarss 5y agoyou said this so much more concisely than I did
- rezoner 5y agoI will make it much clear on the website ASAP. 1) You cannot try it yet :) 2) You can safely buy current version as the next update will replace it - as in - you get the new software. 3) I need a few more months to finish it but I want to release the rendering part of the app (simply without animator) for my patrons in July - https://www.patreon.com/spritestack https://www.patreon.com/spritestack
- wcarss 5y agoHi rezoner, this tool (both versions) look so cool! I saw you ask on twitter a few days ago for explanations from people who may have looked but then didn't buy, and I'd like to offer my own experience if you're interested. I'm at most a hobby artist+gamedev, so I expect I might download this and play around with it for a few days, then forget that I ever had it for ~months, before playing around with it again someday. Because of that pattern, I don't make a lot of purchases for art's sake, e.g. I have wanted pico8 for a long time, yet never acted to buy it. I end up setting a bit of an unfairly high bar for believing I'll actually get use out of a new cool thing like this. So then, looking around and seeing a new version is coming soon with a lot of big changes/features, and today's version is $30, my immediate question is "would a license for today's version grant access to the new one?" With that in mind, I looked around on your twitter, your patreon, your itch.io, and a few of your website pages, and I wasn't able to find an answer. I might have just missed it! But that left me feeling scared that I'll pay $30 today and in 3 weeks or something, there'll be a new cool thing that I can't have. But I know that if I just wait a while, I'll likely be able to get the new thing then. So... it pushes me toward wanting to wait, even despite your reasonable request for help in funding development of the new thing I want, which I want to help with. I also saw a mention of access to a renderer coming soon, for patrons, but as an outsider I'm not sure what the renderer is with respect to the rest of the project. I looked over the patron levels and wasn't sure if there's a reason to choose one level over another, outside of how much I want to contribute. Not that there needs to be! But I wondered about it, and the uncertainty gave me enough anxiety to kind of put off the whole decision. And now we're here. :) So, to recap: - I want to contribute to your patreon to feel like I'm helping - I want to buy spritestack (especially the new one, but also the current one) - I'd be willing to pay probably $40-50 today - I'm scared I might pay, then miss out on some benefit, and it's making me defer the decision Anyway, good luck!
- Exuma 5y agoThis looks super awesome
- haolez 5y agoI imagine that this facilitates synthetic art generated by algorithms. For example, for creating unique NPCs when needed. Neat!