Posted by (twitter: @priorblue)
May 1st, 2014 5:45 pm


i just want to show you my simple sprite generation tool, which i created a while ago. Maybe you can use it for a future Ludum Dare or just as an source of inspiration. 😀 You can’t save at the moment, so you have to take a screenshot. I will implement this feature in the next release.




Standard generation:
Gameboy colors:

The License is under MIT so you you can do what you want with the source.

Have fun!

23 Responses to “”

  1. Rad Star says:

    Looks great, bookmarking it for later use for sure!

  2. Geckoo1337 says:

    Very cool. THX ++

  3. bussiere says:

    F*** Awsome, i’ve got this sprite from your generator and i love it :

    BTW if you could comment your code please, in would like to understand how you have done this, and i would love to port it to libgdx.


  4. bussiere says:

    thks i see it better

    number o cycle or you repeat a pattern ?

    And how do manage the initial cell ?

    thks for the answer

  5. runvs says:

    Hi there, you tool looks great an i would like to try it. unfortunately there is an error:

    Error: Cannot link shader program object:
    Fragment info
    0(14) : error C6013: Only arrays of texcoords may be indexed in this profile, an
    d only with a loop index variable

    stack traceback:
    [C]: in function ‘newShader’
    lib/postshader.lua:36: in main chunk
    [C]: in function ‘require’
    main.lua:1: in main chunk
    [C]: in function ‘require’
    [string “boot.lua”]:360: in function
    [C]: in function ‘xpcall’

  6. Jerre says:

    Nice idea, with mirroring cellular automatons, would you be able to make a osx/unix/web build?

  7. loxo says:

    Interesting tool, I tried the no-shader version and got the following error:

    Error: main.lua:19: Cannot create canvas: Error in implementation. Possible fix:
    Make canvas width and height powers of two.
    stack traceback:
    [C]: in function ‘newCanvas’
    main.lua:19: in function ‘load’
    [string “boot.lua”]:407: in function
    [C]: in function ‘xpcall’

    • PriorBlue says:

      Ah ok, your pc don’t support a texture resolution of 800×600, it should be fixed by now.

      • loxo says:

        Thanks for the changes, but now I get an even worse error message:
        Error: main.lua:19: Cannot create canvas: Not supported by your OpenGL implement
        stack traceback:
        [C]: in function ‘newCanvas’
        main.lua:19: in function ‘load’
        [string “boot.lua”]:407: in function
        [C]: in function ‘xpcall’

        It looks like my computer isn’t able to run your tool. I will try to find another one to test it.

  8. Catman says:

    Awesome! While using BFXR during the jam, I thought about doing something like it for sprites, and here you just did! Good job! I’d like to extend it to a palette of colours to create monsters for roguelikes. If I find the time, I think I’ll do that. :)

  9. GrooveMan says:

    Wow, what a neat tool. I’ll definitely find a way to make use of this in future.

  10. bussiere says:

    Sorry to annoy you again but whereand how do you manage the initial cells ?

    (i will try nex week to port it on libgdx and i will make a pull).

    Thks for the answer. I think that there should be a category for the jam of tools created during the jam :)

    • PriorBlue says:

      Just initialize an array and fill him with random pixels (rand(0,1)), after that you just have to perform the cellular automatons.

  11. bussiere says:

    i will try to add svg export :) thks for the answers

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