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The best pixel art software

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Thank you very much!

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OMG! This is exactly what I've been looking for!
Thank you so much Orama Interactive!!  :D

Happy that you like it! :D

Hi. While working on other software, I use hotkeys to make my work easier, so I would appreciate if you added hotkey support.

There is some limited support for keyboard hotkeys already, most notably for tools. You can change their shortcuts by going to the Edit menu, Preferences and clicking on Shortcuts. We plan on improving customizable keyboard shortcut support in a future update!

Although there are hotkeys, they don't work well for me. For example, if I want the eraser tool while I am holding the pencil/brush tool, then I press to change my tools but when I release that E button, the tools should change back to Pencil/Brush just like in Krita when you press E while using the brush, it only switches to eraser until you press the key, after that, the tool reverts to Brush.

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do you think i can make a videogame of this?

also i need to learn how to code

You definitely can! Go for it! :D

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thanks :)

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Whoa. Was searching for an alternative for Piskel and didn't wanna use Aseprite. Happy I found your tool, works fine on latest Mac OS High Sierra. A good first impression!

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Thank you! We are very happy that you like it! :D

how to save as .png?

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You can go to the File menu and select Export.

Huh. Weirdly I tried using the terminal but it doesn't seem to work. Know why?

Hello. What exactly did you try to do with the terminal?

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There is a circle brush that is not good. It is not accurate and I can't seem to know how it works. Other than that, everything seems okay to me.

Sorry about that. In the next update, a new elliptical tool will be added (with the ability to make 1:1 circles), which may work better for you!

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nice!

thanks!

btw its posible a sprite Rescaling feature?, or i'm blind?

To resize your image, you can go to the Image menu and select Scale Image. In the next version, you will be able to scale selected parts of the image too.

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oh thx

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I really like your app. I have a question. Would it be possible to add/change few things? And I mean:

- add a possibility to change the move selection shortcut from shift to something else, or change the whole selection tool to be like in other graphic apps (which means dots in the corners and/or on the sides of selection box to change the size, rotation and to move a selection without holding shift)

- add a possibility to move what I drawn on layer without selecting it with selection tool.

If it's not possible or you just don't want to do it, then it would be completely okay. After all, it's a completely free app.

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Hello, thank you! Both of your suggestions will be added in the next version, which is coming soon, so stay tuned! :D

How do I add a custom grid? If it is not possible, I would like it to be added in future updates.

There are two grids available. Pixel grid and generic grid which you can setup in the Preferences>Canvas.

Although we can, I mean customizable grid.

Hello. Currently, you can only switch between a rectangular and an isometric grid. There is no way to add a custom grid, but it is an interesting idea. Is there a software that lets you do that so we can take a look at how it would work? Thanks!

I mean, custom pixel or what we call this?

You want to edit the size of the grid? You can do so under the Edit menu, Preferences and clicking on "Canvas" on the left side. You will find options for the grid cell size there. For more information on the grid, you can also refer to this page: https://orama-interactive.github.io/Pixelorama-Docs/user_manual/user_interface/c...

Hey whats error code 16?

When opening a file? If so the file might be corrupt.

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Very impressive, the best part is that this was made with a game engine. Good Job

Thank you very much!

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Very impressive, I've been using this for a while now and I absolutely love it!

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Thank you so much!

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It says that the file is "broken" when used on my Mac. Does anybody know how to fix this

Edit: I have tried reinstalling multiple times.

This may help. https://orama-interactive.github.io/Pixelorama-Docs/troubleshooting#macos-says-t...

Font is too blurry on my laptop screen. Can't use it.

This is most likely related to this issue https://github.com/Orama-Interactive/Pixelorama/issues/159 and it may be resolved if we change some settings. Are you using an hiDPI monitor? Blurriness can also come by setting the display scale of the application (under Edit, Preferences, Interface) to a non-integer value. Make sure it's set to either 1, 2, 3 or 4 to avoid any blurriness.

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I use Full HD 1920 x 1080 display and 1x scale of application. I also use scale 150% of my Windows resolution, but on 100% font seems blurry too.

And I tried to build the project by myself with Allow HiDPI on and changed the scale to 2x and it didn't work for me. Welp.

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Okay,


First of all, THIS IS SO COOL! You said you made this with the Godot Game Engine?! THAT'S AMAZING! I DIDN'T THINK IT WAS POSSIBLE TO MAKE SOMETHING LIKE THIS!


Secondly, I just tried it and it's pretty impressive: drawing pixels, choosing the colors for the palette, saving the file to the computer. It's all things I didn't think were possible to make in the engine!


Thirdly, I got a bit confused earlier with the save and export button


Overall, it's an amazing program!

Thank you very much! And yes, this is fully made with the Godot Engine! You can even see the source code in our GitHub repository https://github.com/Orama-Interactive/Pixelorama :)

As for save and export, save is used to save .pxo files, a custom Pixelorama project file type and export is used to save your project as .png or .gif!

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Okay, that's cool.  Thanks for the clarification!

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i've been using this for my game, very nice program. i really like how it you can have two tools selected at the same time with the left and right mouse buttons. i do have some suggestions however:

  1. it would be really nice to be able to click and drag frames around on the timeline (even better if you could also select multiple frames by shift clicking). working with animations longer a few frames feels quite unwieldy right now. 
  2. i wish there was an option to sync options between both the left and right tools (mirroring, pixel perfect, size, etc).
  3. it would be useful if the pixel indicator was mirrored so you can get a better sense of the symmetry

also, is there some sort of development timeline somewhere for future planned features?

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Hello, thank you for your feedback! We have some timeline improvements planned for future versions which include your first suggestion. We will also consider more the rest of your suggestions as well!

If you are curious to see what new features are planned for each version, you can see this page. https://github.com/Orama-Interactive/Pixelorama/projects

Keep in mind that it is incomplete, and we will add more versions and features there in the future!

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Been using this for few days now. And it seems to be too performance intensive, I have 8GB ram pc and it consumes 1.5 alone. Is this normal for a pixel art software? if it isn’t hopefully it gets improved.

Hello. Does it consume 1.5GB from the start, or does memory usage keep increasing the more you add stuff? The more you do, the more memory usage increases, but if it's too much from the start then it isn't normal.

I really love this pixel art software but I wish it had a sort of color-wheel (not sure what this is actually called) as a sort of companion to the color palettes.

So you'd be able to pick a color much easier if it's not a part of the palette you're currently drawing with.

Thank you! We will eventually improve on the color picker!

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i think this is the best FOSS software for pixel art out there. And it is made with Godot too! i love this

Thank you very much!

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Found a bug: When you use the desaturate tool and set r g and b to false but leave on a the moment you disable the last of the rgb it crashes instantly doesn't even give you time to click the ok button to perform the operation. I'm running Linux and although this won't stop me from using this for art it is minorly annoying. But otherwise this is amazing, way better than PikoPixel which I had been using for the longest time, downloaded it off the software center for Linux. Any-ways here's the error logs, don't know why theirs two.

This was in the godot log for the program:

Godot Engine v3.3.stable.official - https://godotengine.org

Godot Engine v3.3.stable.official - https://godotengine.org

Godot Engine v3.3.stable.official - https://godotengine.org

OpenGL ES 2.0 Renderer: Mesa DRI Intel(R) HD Graphics 400 (BSW)

OpenGL ES Batching: ON

Detected system where we should use XDG basedir standard (currently Linux or BSD)

Unicode error: invalid skip

**ERROR**: Condition "!read.ptr()" is true.

   At: drivers/gles2/rasterizer_storage_gles2.cpp:716:texture_set_data() - Condition "!read.ptr()" is true.

**ERROR**: Condition "p_ptr == __null" is true.

   At: core/os/memory.cpp:158:free_static() - Condition "p_ptr == __null" is true.

**ERROR**: Condition "!read.ptr()" is true.

   At: drivers/gles2/rasterizer_storage_gles2.cpp:716:texture_set_data() - Condition "!read.ptr()" is true.

**ERROR**: Condition "p_image.is_null() || p_image->empty()" is true.

   At: scene/resources/texture.cpp:199:create_from_image() - Condition "p_image.is_null() || p_image->empty()" is true.



And this was in the Pixelorama log:

Godot Engine v3.3.stable.official - https://godotengine.org

Godot Engine v3.3.stable.official - https://godotengine.org

Godot Engine v3.3.stable.official - https://godotengine.org

OpenGL ES 2.0 Renderer: Mesa DRI Intel(R) HD Graphics 400 (BSW)

OpenGL ES Batching: ON

Detected system where we should use XDG basedir standard (currently Linux or BSD)

Unicode error: invalid skip

Unicode error: invalid skip

**WARNING**: ObjectDB instances leaked at exit (run with --verbose for details).

   At: core/object.cpp:2132:cleanup() - ObjectDB instances leaked at exit (run with --verbose for details).

Thank you for reporting the issue! The next version of Pixelorama uses shaders for color inverting, desaturating and adjusting HSV, which should have fixed the crashes, along with a performance boost!

We could make exclusive palettes for a project

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Right now palettes are stored in the application's files and are the same for all projects, but if project-specific palettes is a feature that is desirable, we could implement in in the future!

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The font is not clear after enlarged, I hope you can improve it

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We are aware of this issue, we'll do what we can to improve it!

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I love making art and i recently found out about this program.

This has a "Learning Curve" and something's i want to talk about.

1. You don't need an animation if ur undoing something. well on win 32 versions.

2. I primarily use "pixilart" as its an online art tool, but i would like somethings added into this program. (" Like more built in palletes, A pop-out preview of ur drawing ") but i won't see this being added.


Anything other than that i can call this program an Aesprite "Alternative"


:) A Man Far Far Far Far Far Far Far Far Far Far Far Far Far Far Far Away :)


P.S.

I Would want a community place inside the program where you can pick color pallets made from others. And quickly find what you're looking for with a category of searching with a "tag system" to tag your pallete a specific color like (" Green ") (" Red ").

Thank you for your feedback!

It would be great if you add a mode where you don't need palettes, just choose the color and the ones you use appear as "recent colors" (like piskel)

That's an interesting idea, we will keep it in mind!

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With shape and line tools it would be complete

They are coming in the next update, along with a new and enhanced selection system and new selection tools!

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Oh hey, I see an open source art program project, I follow, simple man here. This program has some good ideas like the double tool concept which is pretty damn handy and the animation/layer UI similar to aseprite that is very good, but lacks very basic things for a pixel art program, such as a color selection map, shape tools and commonly overlooked but very important whole number zoom stepping (that means the zoom steps from 100% to 200%, 300%, etc, no inbetweens) pixel art really needs those.

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Thank you very much! You'll be happy to hear that the next version, v0.9, will have shape tools and an overhauled selection system. We'll also keep in mind your suggestion about zooming. Can you clarify on what you mean by a color selection map?

One of these bad boys

Basically some sort of color wheel/triangle/square/whatever shaped map to select colors from and sliders such as value, hue, saturation, luminosity, alpha. These are for selection your colors and making your own pallette in the program itself and it's a standard for painting software.

Oh, yes! Right now we use Godot's ColorPicker node, but in the future we could replace it with a custom-made color picker which is more advanced.

I’d like to second the suggestion about zooming. Yesterday I was trying to find a way to have the preview window at 200% and I didn’t find a way. It’s very easy to set it at weird zoom levels that produce pixel artifacts.

Thank you for the effort you make in replying to so many comments. 

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This app is great ! I already tried to make some sprites for my project. There's one suggestion i'd like to add. Could you make Layers tab be in portrait mode, to be on the left or right window anchor? Because it's a bit crowded when you got 5 layers you can only see one at all times.Or at least drag-and-drop option to rearrange Editor, Layers, ColorPicker, Tools :D Good luck with your further development team :D 

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Thank you! We will most likely do something about that in the future. We want to make the UI more customizable so that the user can have the layout they want! :)

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That's great news ! Keep working on this passion project :D We as a community are thankful 

Deleted 146 days ago

That would be cool! I think it would be hard to make, though and I don't think anyone has ever made something like that.

This is a very interesting idea. We really like AI, but this feature would be very hard to implement because of its advanced nature. Our goal right now is to implement more basic features that are missing! :)

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Is this better than aseprite now?

This depends on the user's preferences. Pixelorama is still new and it doesn't yet have the features Aseprite has, but it's getting there.

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It’s not as mature as Aseprite yet. But Aseprite is not open source anymore (although the developers still take advantage of the open source community to make a profit) and we really need an alternative. 

If possible, how can you import a PNG into Pixelorama? I haven't been able to find an import button or somethin.

You can import PNG files by going to the File menu and selecting Open. Alternatively, you can drag and drop your files into the application for quicker importing.

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Huge fan of your app! I needed something to replace GraphicsGale that could work on Windows and Linux, and I thought I was settling at first... but no, this has all of the features I want, none of the bloat, and the UI is awesome. Thanks so much!

Thank you for the kind feedback! We really appreciate it!

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"Random custom brushes! Every time you draw, expect to see a different random result"

How do I use this feature? Can't find it.

This feature still needs some polishing in order to become user-friendlier, but for now you can use this guide. https://orama-interactive.github.io/Pixelorama-Docs/tool_options#making-your-own...

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nice job the colors are nice and it is quite smooth it deserve more atention

Thanks for the kind words! :)

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i was getting this for my game i am making in gotod and i did not relize this is made in gotod!

btw good tool*

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Godot is a wonderful engine, it can do wonders! We hope you'll enjoy using Pixelorama! :D

Deleted 2 years ago

Hello, this is not possible right now.

Alright so, my OpenGL isn't supported, I don't know how to check what OpenGL I have, so I can't tell ya. I have a Lenovo Miix 630, so maybe that can help.

Hello. It looks like Lenovo Miix 630's GPU is Adreno 540, which does support OpenGL ES 3.2. Pixelorama requires OpenGL 2.1 minimum, so it should be working. Do you have the latest drivers installed?

Im pretty sure

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It is possible that this happens because your computer has an ARM-based CPU, while Pixelorama's binaries are x86/x86_64. It seems that currently there are not much we can do about this, as Godot, the engine we are using to develop Pixelorama, does not currently support ARM support, neither for Windows nor Linux. Your best bet right now may be to use the Web version, or, less trivially, compiling Godot yourself. I did some research and it looks like someone else with the same computer as you had the same issue with Godot. https://www.reddit.com/r/techsupport/comments/luav2n/opengl_problem_with_godot/

That reddit post conicidentally happend to me, anyways, i understand

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For what it's worth, Pixelorama is running well for me on my arm-based Apple Silicon :) But possibly due to the translation software included doing it's background magic.

brilliant however I found a bug if you open a bunch of tabs leave the page for a bit come back the back up message is so long that it doesn't show the button because it is pushed off screen. I can't use it any more sadly because of this.

As just an idea mould it be better to fix the bug if you let the message be able to be dragged by the user like the create new tab thingy ma bobby. It is amazing btw im trying to make a precision platformer but doing pixel art is so enjoyable in Pixelorama i just can't stop myself.

Hello, thank you for the feedback! Are you referring to the popup window that appears if Pixelorama crashes and you open it again to load the saved back-ups? This window can already be dragged by the user, if the mouse is on its top, where it says "Please Confirm". Alternatively, you can press OK (or Enter) to load the backups and close Pixelorama normally. The backups will no longer appear. If you don't want to do that, you can use the arrow keys to navigate between the OK and the Delete button. When the message appears, press the right arrow button to select the Delete button and then hit Enter.

We will take a look at the issue and fix is so this no longer happens!

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thank you

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Hi, I'm trying out your app. Works great so far. However, I think I found a bug (not sure though).

I created my original canvas at 16x16. Turned on grid view (worked fine)

Then I drew on it.

Then I resized the canvas to 64x64. Now the grid is out of line. I tried turning on/off grid view, but it stays put.

Thought you would want to know.

Thanks


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