Forums

Sega Master System / Mark III / Game Gear
SG-1000 / SC-3000 / SF-7000 / OMV
Home - Forums - Games - Scans - Maps - Cheats - Credits
Music - Videos - Development - Hacks - Translations - Homebrew

View topic - SMSGFX, a new browser based tile graphics editor

Reply to topic
Author Message
  • Joined: 07 Mar 2023
  • Posts: 4
Reply with quote
SMSGFX, a new browser based tile graphics editor
Post Posted: Thu Aug 24, 2023 7:10 am
Hi everyone, I've been working on a project that I've come to call SMSGFX. It's a browser based graphics/tile/tile map editor for making graphics for retro consoles.

Currently supporting:
- Sega Master System and Game Gear
- Ni****do Entertainment System and Game Boy

The app is finally in a state where I am happy to release it.

It runs entirely locally within the web browser, is written in modern JavaScript, and doesn't require any plugins or special installations. Requires a recent release of the desktop version of Firefox or Chrome (or other Chromium).

You can try it at the following URL:
http://smsgfx.qwerky.games

If you're curious and want to give it a spin, if you have any feedback or suggestions I'd be very grateful if you could share it!
photo_2023-08-24_11-39-37.jpg (167.49 KB)
Screenshot of SMSGFX.
photo_2023-08-24_11-39-37.jpg

  View user's profile Send private message
  • Joined: 07 Mar 2023
  • Posts: 4
Reply with quote
Post Posted: Thu Aug 24, 2023 7:10 am
Features include:
- Palette editor with colour picker tools.
- Tile + tile map editor with basic graphics editing.
- Work is contained within "Projects" for easy management.
- Support for multiple palettes and tile maps.
- Imports your graphics from assembly code.
- Exports your graphics to assembly code, with optimisation to reduce memory usage.
- Runs entirely local within the web browser, no cloud requirements.

Running locally means there is no fuss, simply load the page and start working. However, be mindful to back up your projects using the save to file function.

Assembly import and export - if you already have palettes and tiles in your source files, you can easily bring them in to the project by copy and past of assembly code. After you make changes, you can export them again as assembly code that you can simply copy and paste back into your source files.

There is also the ability to import image files, so if you have a sprite sheet from Asperite, etc, you can bring them in, however this functionality is a little bit buggy at the current time. It will try to bring in your work, automatically create palettes, etc.

Source is available on GitHub.
  View user's profile Send private message
  • Joined: 29 Mar 2012
  • Posts: 886
  • Location: Spain
Reply with quote
Post Posted: Sat Aug 26, 2023 6:42 am
It looks really nice! I have just been tinkering a bit with it!

Just one thing, I cannot see the option to import a spritesheet, although in the welcome screen seems you can use an image for that :-)
  View user's profile Send private message
  • Joined: 07 Mar 2023
  • Posts: 4
Reply with quote
Post Posted: Wed Aug 30, 2023 5:49 am
Hey kusfo, thanks for the feedback, I will certainly be expanding on the sprite sheet functionality in the future.

I would really love it to play nicely with tools like Asprite.

The image import function is there, however your results may vary at the moment, it still has some trouble with palette matching and resolving some colours.

However when it works, it's generally pretty good.
  View user's profile Send private message
  • Joined: 07 Mar 2023
  • Posts: 4
Reply with quote
SMSGFX v1.1 has dropped!
Post Posted: Thu Sep 07, 2023 1:54 pm
Version 1.1 of SMSGFX has just been pushed to the public channel with a number of new features and quality of life improvements.

New features:

- Improved shortcut keys that offer even more versatility.
- Added Apple Mac shortcut keys that respect Mac OS conventions.
- Viewport zooming has been enhanced with additional zoom levels and better behaviour when using the mouse wheel or pinch to zoom.

Quality of life:

- Improved performance when using the colour replace tool.
- Better handling of missing tiles, including a nice new transparency mesh.
- Fixed some graphical glitches on the tile editor.
- Fixed an issue that may cause projects to overwrite each other.

This version is now live at https://smsgfx.qwerky.games/ and I welcome your feedback or feature requests.
  View user's profile Send private message
Reply to topic



Back to the top of this page

Back to SMS Power!