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Found 5 results

  1. Hi friends, Can I make professional game graphics with Inkscape or any other opensource graphics software?
  2. Hi friends, I am a new Phaser game developer but I am facing the problems with graphics. Where can i find the graphics of my game or how to do it better. Can I use Inkscape for the graphics. Please help me.
  3. Hi there, I would like to develop a 2D game using my laptop under linux, and phaser. In order to design the map I think I will use Tiled, but what about the sprites, heroes, etc? I saw that Inkscape was a good software fot his, but I'm more used to GIMP, would it be a good way to draw characters, trees, etc? Or is there other goods, open-source softwares? And I would like to make my game open-source, where could I see which licenses I can use?
  4. Has anyone already tried to make pixelated graphics from a scalable vector (svg) source? I use Inkscape, and I think working with scalable vectors in inkscape is easier than pushing pixels on a raster graphics editor like gimp, because vectors are more easily reusable and easier to change. However, Inkscape always does anti-aliasing when scaling down, which makes art intended to be pixelated look real bad when exported to png (I don't know about Corel Drawn or Adobe Illustrator, I have never used them). I made a bash script (shell script, if you prefer), which I'm attaching to this thread, that uses inkscape to convert an svg file to a scaled up png, and then scale it down with image magick. The result looks better than the file exported directly in low resolution from inkscape, and is easy to fix the remaining issues with gimp (unfortunately, I couldn't get rid of it yet). I have attached also an example svg, with a comparison of what inkscape usually spits out (1), what image spits out when downscaling an upscaled exported image (2) and a fixed up version (3). I have put also the scaled up png. Using this process to achieve the desired result (making pixel art out of vector graphics) is one option, but certainly it is not an optimal process, nor very practical (you should run the script and make the manual fixes every time you change your svg). Does any one know of a better process, that does not involve don't using scalable vectors? Maybe there is an inkscape extension of some sort that exports the png without doing anti-aliasing. Inkscape 0.91 (the upcoming release) will be completely replacing libnr (it's current render engine, developed by themselves) for libcairo (a much more mature and widely used renderer), and it seems cairo allows to disable anti-aliasing when up/down scaling things. But I don't know if inkscape itself will allow to turn anti-aliasing on/off when exporting to png. I remember that, on Windows XP, MS Paint used to let you create curved lines which where not anti-aliased. First you traced the straight line, then you curved it (and after it became normal graphics, which could be edited only like normal raster graphics). I think a vector graphics editor that could display and export graphics in that pixelated way would be very useful in some scenarios. If anyone wants to try my script, just unzip it, and run #svg2pixelart.sh some_svg_file.svg; Unfortunately, it will run on linux only (or maybe on OS X and BSDs also). EDIT: The image is intended to be a 16x16px mushroom, like a super mario mushroom. mushroom.zip svg2pixelart.zip
  5. I would like to export to js a sort of skeletal animation made with inkscape.Problem is how to extrapolate position and rotation from bounding box value .I am able to find rotation from transform matrix .I have some python code that doesn't work predictabily as for position of the image from bounding box value .import mathimport sys#rotation : math.degrees(math.atan2(m2,m0)c = input('membro a della matrice: ')s = input('membro c della matrice: ')px = input('spostamento x: ')py = input('spostamento y: ')x = input(' x: ')y = input(' y: ')width = input(' w: ')hwidth = width/2height = input('h: ')hheight = height/2scale = input('scale: ')x1 = x -px + hwidthy1 = y -py + hheightx2 = 1/scale*(c * x1) + 1/scale*(s * y1)print x2 + px - hwidth x1 = x + px + hwidthy1 = y + py + hheighty2 = 1/scale*(-s * x1) + 1/scale*(c * y1)print y2 - py - hheight This is the svg code :
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