Reply in: Ideas for a survival horror game with dinosaurs.
I have no idea what's on the market. I think making something that's actually good, is more important than what's on the market. Meaning, I don't think much of "the …
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I have no idea what's on the market. I think making something that's actually good, is more important than what's on the market. Meaning, I don't think much of "the …
I'm thinking about creating a script for a survival horror game set in a world of dinosaurs.My central idea is that the player would be a new employee responsible for …
Small update: the Text Effects Editor has moved to a new hosting URL. New link:https://grom-games.art/game/text-effects-editor/ The editor is still the same browser-based tool for creating game UI text, logos, banners, …
Here’s an update on the Text Effects Editor. I added a few workflow improvements based on the feedback here: Batch PNG export: you can now enter a list of text …
Small update on the editor. I added a new font workflow: system fonts can now be loaded from the user’s computer custom .ttf, .otf, and .woff fonts can be imported …
Quick update: I added Batch PNG Export. Now you can export a whole set of text variants into a single .zip archive, which should be useful for game UI work …
That sounds like a solid approach. If the workflow makes those consistency features more visible, I think it will be much easier for designers and developers to trust the exported …
Yeah that’s super cool! I’m thinking that we might try it out for our game development in progress.
Yes, the exported PNG already uses the fixed canvas size defined in the editor, so it is not auto-cropped around the text. If the font settings and text position stay …
Thanks, that makes sense. The editor actually already exports using a fixed canvas size: the Width and Height fields define the PNG canvas, so the exported image is not auto-cropped …
The transparent PNG export looks useful for prototyping. One export option I would want is a fixed canvas and baseline, with batch sizes such as 1x, 2x and 4x. Effects …
Thanks, I really appreciate the feedback! Yes, that’s exactly the direction I want to take it. I’d like the editor to stay engine-agnostic, but still feel useful for real game …
Thanks! I think that's a great direction. Keeping the tool engine-agnostic while providing workflow-focused starter presets makes a lot of sense. Categories like achievement banners, quest notifications, HUD titles, and …
Unity Source Code wrote: Nice work! I like that it runs directly in the browser and exports transparent PNGs—that could make creating UI assets much faster during prototyping. Have you …
Nice work! I like that it runs directly in the browser and exports transparent PNGs—that could make creating UI assets much faster during prototyping. Have you considered adding presets optimized …
Hey everyone! I wanted to share a small tool I’ve been building and would love to hear what you think: Text Effects Editorhttps://text-effects.grom-games.art/ It’s a browser-based editor for creating stylized …
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