Hi everyone, I built Storefront Studio, a Unity Editor extension for managing the repetitive process of creating game artwork for multiple storefronts and image dimensions. Instead of repeatedly capturing images, …
I have been thinking about a problem that shows up a lot in game development, especially when debugging systems that have accumulated a lot of state. When one programmer hands …
When preparing game screenshots, UI mockups, or before-and-after comparisons, teams often create a contact sheet before sending work to a tracker or a review thread. A small privacy issue is …
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 …
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 …
Hi everyone, Over the last few years of developing Unity projects, I noticed I kept writing the same kinds of CustomEditor and PropertyDrawer scripts just to make inspectors easier to …
Hi, I released a small Godot-focused workflow tool called Godot AI Guard Toolkit. It scans Godot project files and generates JSON/Markdown reports for risky code patterns, hardcoded values, role-boundary hints, …
Hey everyone, I’m building URoom, a room-based video community platform, and I’m trying to understand if it could be useful for indie game developers. The idea is that a developer …
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