Shoebox is pretty neat. I use it to export images as bitmap font formats. It has a bunch of other tools too.
Sprite DLight is a great tool for generating normal maps if you want to add dynamic lighting to your 2D game.
Great list, good job! :)
A great tool I like to use is ShoeBox, a collection of various game and UI tools like splitting spritesheets, bitmapping fonts and breaking down PSD layers.
Check out Shoebox, it can convert SWF's into spritesheets (among others) and does so in a sane way. Right mouse click on the tool to get to the options for that tool and read the per tool helppage before you use it.. it's not all that obvious sometimes and the default config is not too great but once setup it's a great little tool.
I have been using Shoebox to automatically extract sprites. More info here: http://renderhjs.net/shoebox/extractSprites.htm Once each frame is in a separate file I use TexturePacker to add them to my atlas.
In an ideal world I'd like to use something like shoebox. There are an assortment of problems with creating a font and compatibility and I have to pick and choose my battles at the moment.
Per request, here's a rip of the latest player icon textures. Have at them :)
I'd cut them up into single files, but you can easily do that with a couple of clicks within any spritesheet editing program like ShoeBox. There's also versions with no transparency if needed, but you can also just paste them on your choice of background.
There are programs/web apps out there that can split spritesheets but they don't always work so well. Shoebox is a good one I've used before. It'll get you 90% of the way there at least.
Many tools, have an option to import a spritesheet, and then export the data you need.
Here's a list of tools I use: http://superplay.info/Tools.html
Each one wasn't too hard to support, and in many cases it was just a matter of changing the XML/JSON parsing. I think you'll want to do this anyway, as most formats included data not needed by a game.
My current favorite for importing existing sprite data is Pickle. Shoebox (http://renderhjs.net/shoebox/) can be used to get the images into a spritesheet.
i found this after a little searching which seems like it tries to do a smart extract of sprites from a sheet.
otherwise i think you're just going to have to find and crop the sprites from the sheets yourself.
Shoebox will do this. Small adobe air app. TexturePacker is another alternative. Both have unity assets for importing their sprites sheets.
Then in unity simply drag in all the sprites into a scene at once to generate an animation.
I found this app to make a bitmap font, with a little help with UIToolKit to add it on the scene, but I couldn't make it work right at first, I'm going to try that again, if not, I will check the one you told me. I think is the same concept (but this one's free), although is better using a paid one I only want it for this use for now.
Also, I don't know if using UIToolKit will affect some other things inside the project, lets hope not haha
Thanks!
Yeah, that link has some good info about setting up Futile for pixel art. But I have that working. My main problem is generating the bitmap font files at a proper size.
For example when I use this font: http://www.dafont.com/volter-goldfish.font
The font is listed as 9px high. If I use that font in photoshop and set the font size to 9 pt and set the anti-alliasing to 'None' it will look very sharp. That's the look I'm going for.
If I use the same font in GlyphDesigner it will look unreadable (very blocky) without anti-aliasing and very blurry with anti-aliasing. So neither option results in a bitmap font file I can work with.
I did some more digging and found another tool that can also generate bitmap fonts: http://renderhjs.net/shoebox/
It's a bit of a hassle to get working but it uses an image that you create yourself in photoshop as the glyphs for the final bitmap font so you can feed it any style/size of font you want. I've been playing around with it a bit and early results look very promising.
Yes Quads are a good solution for a 2D unit of measure since they are 1x1 unit. The downside to them is you need to assign a material to each different texture you want to assign. Performance wise that ain't such a good idea, your best bet might be creating a sprite sheet of your objects that you can pack together (I use ShoeBox, http://renderhjs.net/shoebox/ , its free and works great) and then importing them as a Sprite and select Sprite Mode : Multiple and then you can slice them (or auto slice them) with the Sprite Editor. Cheers!