It's coming along pretty good in pieces, but I feel like I'm bungling about a bit, so I thought I'd
post around and see if some suggestions come my way on how to make things better before I get too deep.
Ok a quick explanation of the project.
The goals
- Edit a custom 256 character 8-bit ascii font
Paint and design layouts with it on a 40x25 character canvas,
Translate the font to the 80x72 'hi res' canvas
Enable painting and layout at the 80x72 mode
Convert the 80x72 mode back to the 40x25 mode
Export the graphics data to 1983 Microsoft basic
Create sprite/clipart/brushes type reusable artwork in a visual library
Customizable library of characters with logical associations, ie, find a complete rectangle in 4 squares instead of eyeballing 256.
Export image data to png with transparency for use in Unity3D
Support font data I/O from bitfontmaker2.*
Support, image processes, like copy/paste, flip, invert, select connected, select color.
Multiple, logical undos
Support Layers and object tags.
- Easily draw a level, of pacman for instance.
They may or may not edit the custom character set to better handle their design idea.
Select one or more characters of the font at a time to edit simultaneously into a sprite, add animation frames for that sprite
Test the sprite on the map.
Export the basic code to text files
Export the ascii character to a binary rom file
Export the image/sprite data to individual images and/or sprite sheets.
Export the font data to the format supported by bitfontmaker2.**
**see the icon on the far right of bitfontmaker2's drawing window for more of their data format
A crusty letter A looks like this
Code: Select all
{"65":[0,0,64,96,160,160,160,304,496,792,520,516,1536,0,0,0],"name":"","copy":"","letterspace":"64
0011100001000100010101000101110001011000010000000011100000000000