Toggle to palette edition mode by pressing "SELECT" when you're on the grid window. It can be used to reorganize your palette, or simply to capture some color from an existing tile (the "scan" button can ease up that task) and use them for another artwork. See the picture above to know the additional controls for moving data between the grid and the spritesheet through that cursor.Ī "quick palette" widget below the grid is automatically filled when you L-click the grid to pick some color. This cursor is activated by pressing "R" on the grid screen. It's also possible to sketch an object in a 32x32 grid, store it, then reload 16x16 parts and "zoom" them to size up and resize in another 32x32 grid to bring more detail to your artwork. Alternatively, you can use a cursor to save your work at any 8x8 tile within the sheet, which lets you build larger piece of art that you edit 32x32 or 16x16 pixels at a time. You can save your edits to the spritesheet by L-clicking a position on the spritesheet, and start working on another tile/sprite by touching it on the spritesheet.
In that case, you're suggested to install the Image::Imlib2 package as well so that you can run conversion script directly on your machine and have your sprites converted in a more user-friendly format. If you are a "power user", you may already have perl installed or find it not that complicated to install. " button, click "post" and wait a couple of seconds to have the script doing the conversion and replying with the picture. Just select the picture with the "browse. png file with just the help of a regular web browser. If you're just a regular user, or if you haven't used SEDS often enough to find it is worth that much installation trouble, you still have an escape route: the brand new online conversion tool that can convert your art into a regular. It is, however, directly compatible with my own level editor. SPR files is a container format for the native content of the nintendo DS VRAM, which allows fast loading and saving, but is unknown by most PC-based software. An additional backup level let you "archive" a spriteset in the /data/seds directory when you overwrite it with some new data. SEDS manages 4 sprite sets, stored at the root of your media card, named SPRITEA.SPR, SPRITEB.SPR, SPRITEX.SPR and SPRITEY.SPR, which lets you quickly save your work by pressing START-R-(ABXY) and load it back with START-L-(ABXY).
I did my best to keep the user interface free of drag/drop or similar operations that would quickly damage your DS screen. You don't directly edit the spritetable: you copy a sprite from the table on the grid, where you can edit it, and then copy it again back on the table (L+click), either where it comes from or on another slot. That's how you can pick a color in the grid rather than painting a pixel, or save your work in the spritetable. The whole user interface uses the concept of "a Lt-click", which is touching the screen while holding the L shoulder button.
You draw directly with the stylus on a 16x16 or 32x32 "grid" canvas that you can save in a "sprite table" shown on the right of the screen.
It is targeted at tiles and medium-sized sprites in 256 colours mode.
SEDS is a small drawing and animation tool for the homebrew-enabled Nintendo DS.