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Being a little disillusioned with Adobe tools, and assembling a game dev enviroment on Linux, I am trying to setup some of my game art workflow using Gimp/Inksc
by dsirijus 14y ago
Being a little disillusioned with Adobe tools, and assembling a game dev enviroment on Linux, I am trying to setup some of my game art workflow using Gimp/Inkscape/Blender/other.
What I'm hoping to acchieve is have a bunch of scripts in Python (as all those listed apps are conveniently scripted with it) to speed up the asset generation, and possibly explore some of the design aspects achievable through procedural methods, as designers using Adobe tools do have a slight tendency to be uniform in their output.
Many of the methods in these articles may well be in part scripted, for instance http://2dgameartforprogrammers.blogspot.in/2012_02_01_archive.html http://2dgameartforprogrammers.blogspot.in/2012_02_01_archiv...
- primitur 14y agoI use Inkscape as my primary means of collecting games resources and assembling them into a re-distributable package. I have my own build system that takes general Inkscape(SVG) objects, parses the namespace/hierarchy as described (Hint: CTRL-SHIFT-X .. drag the XML Editor to a second monitor..) and outputs a package tree that deposits directly into res/ &etc. Paired with MOAI, I'm having a wonderful time handling the game asset pipeline in a structured manner. The SVG DOM makes for a very vibrant playground when you want to automate things, and getting it all packed down to a .PNG tilemap can be done with very, very little script code ..