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Asset workshop

Drawings, textures, cube models, animations and tile maps made inside editor 0.4.0. How each tool opens, where what you make is kept and how it is used in the game.

DescribesEditor 0.4.0 For creating without programming

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The asset workshop is the part of the editor where you make the things a game shows: pixel drawings, textures, cube models with their animations and tile maps. It arrived with editor 0.4.0. Everything is done without leaving Green Games Studio and without another program.

If it is your first time, follow the guide Your first model: draw a texture, build a model, animate it and put it in a game, step by step.

The five tools#

ToolWhat forWhat it exports
Pixel editorSprites (the pixel art of flat pieces, tiles and 2D characters), tile sheets and textures that repeat.A sprite, a PNG image or the color of a cube terrain block.
Cube model editor3D models built from cubes, in named parts.A model to place in the scene, or a prefab of pieces.
Animation editorClips of a cube model (turning, moving or stretching each part over time) and animations of a sprite (which frames are shown and how fast).They travel inside the model or the sprite.
Tile map editorMaps of a scene: side view (platforms) or view from above.The map, placed in its scene.
Asset browserEverything in the workshop as cards: where each thing is used, how much it weighs and the game's budgets.Nothing: it is for finding and sorting.

How it opens#

It is in Full mode. There are three ways:

  • At the bottom of the Content browser: the Drawing, Model, Map and Assets buttons. Import…, next to them, opens the importer.
  • The File menu: New drawing…, New cube model…, New tile map… and Workshop assets.
  • From what is already in the game: a sprite in the Content browser opens its drawing; in Details, Draw opens the drawing of a sprite or a texture, and Edit or New map open a tile map of the scene.
The workshop buttons, at the bottom of the Content browser.
The same from the File menu.

Each document opens in its own tab in the center, next to the scene, the script and the Game card. Above the tool there are three buttons: Draw (or Model) and Animate, which switch tools on the same document, and Assets, which opens the browser.

What the workshop shares with the editor#

  • Undo. Ctrl+Z and Ctrl+Y are the editor's: a drawn stroke is undone just like a piece moved in the scene. Consecutive strokes on the same document are merged into one step. The undo button says what will be undone, for example "Edit drawing "Brick"".
  • Saving. Every change is saved by itself, like everything else in the project.
  • Theme and language. The tools follow the light or dark theme and the language of the interface.

The pixel editor#

It is for sprites, tile sheets and textures. When you create a drawing you choose what you will draw:

OptionStarting size
Small sprite: an item or an icon16 x 16
Character: matches the avatar8 x 16
Big sprite32 x 32
Tile sheet4 x 2 tiles of 16
Repeating texture64 x 64
Big canvas: texture or illustration256 x 256
A new drawing: name, what you will draw and palette.

The tools are on the left: pencil (B), eraser (E), fill (G), line (L), rectangle (R), ellipse (O), selection (S), move (V) and eyedropper (I). On the right, the palette, with Ready palettes…, and the layers, up to 16. Below, the animation frames with the length of each one and their preview.

The top bar has the left-right and top-bottom mirror, tiling (it shows the drawing repeated around it and a stroke that leaves through one edge comes in through the other, for textures that match themselves), Ready textures, the canvas size and Export.

Ready textures generates a texture so you can start without drawing. There are seven recipes: Noise, Brick, Wood, Stone, Grass, Metal and Cloth. Each one has its sliders and colors, and Another like it changes the randomness without changing the recipe. Use this texture replaces the chosen layer of the frame; it can be undone.

A recipe as a starting point.
A brick texture with a stroke on top.

Exporting a drawing#

Export opens a dialog with what can be taken out of that drawing:

  • Sprite: the game's image format, for flat pieces, tiles and characters. A sprite is at most 64 x 64 pixels, with up to 64 frames and 36 colors; if the drawing does not fit, it is not exported and the message says why.
  • PNG image: a texture for a piece's material. It is kept in texturas/.
  • Cube terrain block: the terrain paints each face with a single color, so a texture gives it the average color of the top, the sides and the bottom.
Export: sprite, image or block color.

The cube model editor#

A model is built by placing cubes on a grid of up to 64 x 64 x 64. When you create one you pick a template or start from scratch:

TemplateGrid
Empty16 x 16 x 16
Character20 x 30 x 10
Tree16 x 24 x 16
Vehicle16 x 12 x 28
Furniture16 x 10 x 12
Coin12 x 12 x 4
Start from scratch or from a template.

The tools are place (B: the new cube sticks to the face you touch), remove (E), paint (P), fill (G), box (R: drag from one corner to another and it places, removes or paints the whole block), selection (S), eyedropper (I) and turn the view (H). With the right button the view turns and the wheel zooms in; Front, Side and Top straighten it.

A model is built in named parts (up to 24). Each part has its cubes, its pivot (the orange mark, with the Top, Center and Bottom buttons) and the part it is attached to: if the body turns, the head turns with it. The parts are what you animate later.

The status bar shows the grid size, how many cubes there are, which part is selected and the height of the model in units, with the game character's next to it (1.80) for comparison. The slider below hides the top layers so you can work inside.

A model with two parts: body and head.

Exporting a model#

Export offers two outputs:

  • Model (optimized mesh): for characters and detailed objects. Only the visible faces are kept and neighbors of the same color are joined. The dialog says how many triangles are left, how much it weighs and how many clips it carries, against a model's maximum: 20,000 triangles and 2 MB. The model is kept in modelos/ and shows up in Place pieces, under Project models.
  • Prefab of pieces: for small models. The model becomes game boxes (up to 240) and is placed like any prefab. It is not animated.
What the model weighs before you export it.

The animation editor#

With a cube model open, Animate switches to the timeline of the same document.

  • Clips. A clip is a named movement. New clip offers templates (idle, walk, jump, fall, attack and spin), which move the parts named like those of the Character template, or an empty clip. The game uses four names on its own when the model is a character: quieto, caminar, saltar and caer.
  • Timeline. One row per part and one diamond per key. The red cursor is dragged along the ruler. A clip lasts up to 10 seconds.
  • Pose. Rotation, offset and size of the selected part at the cursor's instant. Changing a number leaves a key there, and each key says how it moves on to the next.
  • Preview at ¼, ½, 1 or 2 times the speed.
A clip that turns the head.

With a sprite, Animate shows its animations: the sequence of frames, the length of each, the steps per second and whether it repeats.

The tile map editor#

A tile map is part of a scene. It is created from Details, with nothing selected, in the Tile maps category with New map, or with the Map button of the Content browser. The dialog asks for the name, the kind of map (side or floor), the columns, the rows and the scene it goes into.

  • Tiles (up to 60): a plain color or taken from a sprite. Each one says how it collides (solid, platform, hazard, ladder, floor or decoration; only the ones that exist in that kind of map are offered), its color or its frame, and tags for the code.
  • Tools: paint (B), erase (E), fill (G), rectangle (R), stamp (T), selection (S) and eyedropper (I).
  • Layers (up to 8): the ones that collide and the background ones.
  • Map: columns, rows, tile side and place in the world.
A floor map painted with two tiles.

When you export it, or play, the map goes back into its scene. In Details, each map has its Edit button.

The map in its scene, with Edit and New map.

The asset browser#

Assets opens a tab with everything in the workshop as cards, with search and filters. When you pick one:

  • Where it is used: in which scenes, maps, pieces and documents.
  • How much it weighs, for what goes into the game.
  • The actions open, animate, duplicate, rename (it follows the references in the scenes) and delete.

At the bottom are the game's budgets as bars: sprites, models, textures, the heaviest model, the total of models and textures, and the whole game without the workshop sources.

Where each thing is used and how much it weighs.

Where each thing is kept#

WhatWhere, inside the project
The documents you edittaller/pixeles/, taller/cubos/ and taller/mapas/. They do not go into the .ggx.
A spritelaminas/<id>.json
A texturetexturas/<id>.png
A modelmodelos/<id>.glb and its settings, modelos/<id>.json
A mapInside its scene, escenas/<id>.json
The creditcreditos.json: what you make in the workshop gets the license propia (your own), your author name (the one in Settings) and the origin "Taller de assets de Green Games Studio".

The id comes from the name you gave it: "Brick" becomes brick, in lowercase, without accents and with hyphens.

The Content browser has the new filters Models, Textures, Recorded sounds, Cube models and Tile maps. What you have not exported yet carries the label draft.

The workshop documents are in Content too.

Using what you made in the game#

WhatWhere it is used
A textureIn a piece's Details, Material category: Texture (project image), with Repeat and Pixelated. Draw opens its drawing.
A spriteAs a flat piece: drag it from Content to the viewport. In Details, Draw opens it.
A modelPlace pieces › Project models: it is placed at its natural size. Details › Model picks its clip. See Models in the scene.
A model as the playerIn Details, with nothing selected: Player look. It only uses the clips quieto, caminar, saltar and caer.
A mapIt stays in its scene when you export it.
In the rulesRecorded sounds are picked in "play sound". See Rules without code.
In codepieza.reproducir(clip), pieza.pararAnimacion(), pieza.clips and sonido.muestra(id). See Models, textures and sounds.

In Blocks mode#

In a Blocks game, the show the sprite block in the Looks category has a pencil next to its list: it opens the drawing of the chosen sprite or, if there is none yet, creates a new one. Once you export it, the sprite shows up in the block's list.

The pencil of the show the sprite block.

A piece with a model, programmed with Program with blocks from Details, has in Looks the blocks animate me with a clip, once or over and over, and stop my animation. Events has when my animation ends. If the game has recorded sounds, Sound also has play recorded sound.

The blocks of a model.

Before playing, testing and exporting#

You do not need to remember to export. Before Play, Test with bot and Export, the editor exports what changed since last time and says so in the Console, for example: "Before playing, 1 changed asset was exported into the game: Brick."

If something cannot be exported, for example a sprite bigger than 64 x 64, it shows up in Problems with the code TLL and a button that opens the document.

If a document gets damaged#

A document in taller/ that cannot be read does not stop the project from opening: the rest opens anyway and Problems shows a warning with the file name.

A damaged document is only a warning.

Measures#

WhatUp to
Canvas of a drawing512 x 512 pixels (a game sprite, 64 x 64)
Layers and frames of a drawing16 and 64
Colors in a palette62 (a game sprite, 36)
Grid of a model64 x 64 x 64 cubes
Parts of a model24
Length of a clip10 seconds
Tiles and layers of a map60 and 8

What the workshop does not do#

  • The assistant does not use it. The assistant does not draw or build models; if you ask it to, it says where the workshop and the importer are. It does not receive the list of what is in the workshop either.
  • Textures on the cube terrain. A terrain block carries flat colors: from a texture it takes its average color.
  • The scene view does not animate clips. The chosen clip shows when you play.
  • Model cards carry an icon, not a thumbnail.
  • A drawing's layers have no partial transparency, the selection is always a rectangle, and a cube model has one color per cube, with no texture.

Everything that is missing is in What is missing.

Next#