Playable character Calibrator

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Playable character Calibrator

Developer:
Platforms: Windows, Linux, Mac OS X
Initial release:
Latest version: 2.3
Latest testing: 3.0-beta2
End of life:
Coded in: C++
Code model:
License:
State:
Download:
Source code:
Official site:


The Character Calibrator is a Moondust development tool intended for game creators. It allows defining a hitbox for the frames of a playable character and also allows users to calibrate incorrect frame positions in an SMBX64 playable character sprite.

Main Features

Frame selection toolbox

Hitbox editing

Hitbox editing allows users to define a collision box for a playable character: a rectangle that will define a physical body that will collide with other objects such as blocks, NPCs, other playable characters, etc.

Sprite editor

A small built-in utility (previously known as "Image frame calibration") that allows you to adjust position of drawn frames on the image itself without modification of the hitbox properties. Use this if you want to tune your sprite for using with the vanilla engine where is impossible to override hitbox properties, or use this to just be sure all your frames were aligned properly in their cells. Since the version 3.0, this tool allows you to apply small edits on the frame itself as via the graphical editor, and allows you to open the selected frame via external graphical editor for further modifications, and load it back when it gets saved via external graphical editor.

Animation editing

Whether it be to adjust a playable character's animations or test its current calibration settings, either is possible with the character calibrator.

Setting up collision boxes

The first step is opening the playable character sprite. This has to be a 1000x1000 pixel image either in the GIF format- with masks or the transparent PNG format (both formats are supported). When running the program for the very first time, you'll be asked for a sprite image.

When you open a sprite image one of the first things you'll see is the main window. If the sprite has not been previously edited (meaning the configuration bank does not contain a INI file for the sprite's filename), all collision boxes will have a size of 100x100 pixels and zero offsets.

To edit collision boxes, press the "Edit" button. Take note that the sprite is used in SMBX wherever the SMBX64 standard has persistence collision boxes for playable characters.

GUI explanation