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Android (Tablet) release when?

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Hy 👋, It's planned but currently the focus is on PC at the moment so it in the far future.

Though you can still use it for a tablet through the web version

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That's okay, I'll wait.

I tend to struggle with web versions with my tablets sadly. Any browsers you would recommend however?

bug report for v1.0.3-stable:

it seems that the effects have stopped working completely and also leave the screen dark after closing them. this also happens with some other popups, while others undo the screen darkening. i have also noticed some graphical errors like flickering triangles, however i think the video fps is too low to see them here

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Hy, If you have any extensions installed, they might be causing this behavior, please update them if you have any.

Extensions that were installed during 1.0 stable and not updated, will cause some problems for 1.0.2 and 1.0.3 (because they were made a little differently)

thanks, after updating extensions the effects work correctly now

Glad to help

Hola, por alguna razón cuando intento dibujar con el lápiz de la tableta gráfica no funciona, solamente hace un puntito de color.


Hy, have you tried changing the driver, from the preferences? Maybe it'll help

Te refieres a desinstalar el que ya tiene e instalar otro nuevo  ¿o como?

No tengo mucha idea de como funciona eso jaja,  por eso aunque vi abajo a alguien con el mismo problema volví a preguntar.

Tampoco logro encontrar donde están las preferencias.

Si sirve de algo es una  wacom intuos ctl490dw, sin pantalla de antes del año 2020. 

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You can change your driver from here (this option is shown for Windows OS only). Set the driver to something else (From the list of options)

Ahh con que ahí era, muchas gracias si me sirvió.

Que tengas un lindo día/noche <3

 por fin logre dibujar algo

Glad to help 😄

The changes you've made to this software are just astounding!!! And those extensions are great, too! I hope you don't mind if I make a couple of suggestions:

- Could there be a way to have thumbnails of .pxo files in the file browser? I have a lot of files and I think it would be great to see a thumbnail without having to actually open the file to see what's in it.

- Currently, I'm not able to move the color picker pop up in Gradient Map effects out of the way so that I can pick colors from the canvas or palette.

- Merging two layers with different opacity gives a wrong result. Put a color on a layer at <100% opacity, then make another layer on top with a different color and also <100% opacity to reproduce this.

- It would be great to have a way to flatten all layers without having to merge them individually or exporting and then re-importing a .png. Even better if one can merge only visible layers!

- The ability to zoom and pan in the Effects preview window would be a welcome relief! Or even making it possible to see changes on the canvas in realtime just like in Layer Effects.

- Possibility of importing .gifs?

I'm using Pixelorama 1.0.3-dev on Linux Mint.

I'd really like to thank your team for all the hard work!

Hello, thank you for the feedback!
- We could look into creating a custom file browser that has thumbnails, but for now you can enable native file dialogs from the Edit menu, Prefrences, under the Interface category. This option will use your operating system's file browser.
- This will be fixed in the next update!
- This is an interesting observation. Right now, when merging two layers together, the layer above keeps its opacity, and the layer below also keeps its own opacity, which makes the top layer appear to have less opacity than it used to. What would be the correct behavior instead?

The rest of the ideas all sound useful and we're noting them for the future. For .gif importing, it's technically already possible if you have FFMPEG installed, and you put its path in the Preferences, under the Startup category, but eventually we'd like to add .gif importing without having to rely to FFMPEG.

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Whoops, looks like I had replied on the wrong thread, sorry!

I made a small test for opacity.

A is two separate overlapping layers: Blue Blob - layer opacity 72%, on top of Red Blob, layer opacity 65%. There is a separate Background layer, White, Layer opacity 100%. There are no layer effects on any of the layers.

I duplicated the two colored layers to make B, which I then merged into one layer. As you can see, the Blue Blob in B becomes much lighter than it originally was and the color where the two blobs overlap also becomes lighter. If I switch the layer order, Red Blob layer over Blue Blob layer, the reverse happens and Red Blob becomes much lighter. Would it be possible to merge the two layers and have the new merged layer have the same result as A?

-My OS file browser doesn't show thumbnails of .pxo files, unfortunately.

- I'm glad to hear the color picker issue will be fixed, that's great news!

- I'd like to thank you also for adding Contrast as an effect! You exceeded what I had imagined when I had asked about the feature (adding saturation and RGB sliders!, A tint effect, whaat?!!) Absolutely top-tier work!

- I'm looking forward to the next release, along with @Variable's Index Map effect.

Thank you for the reply! Right now it seems that there is no way to merge the two layers and have them be the same as A, but we will keep this in mind and change it in a future version.

This was the best pixel animators/drawer I found so far!
The feature was very pixel friendly like and easy to use!

I also got some suggestion for the software:
- A performance improvement updates, since I only got like 7 fps on animation mode...
- A gaussian blur filter
- Draw on animation mode without "Pressing & Moving" the cursor "Only Pressing" and we draw through the animated sprites

Overall it's a really good software. I'm in love with this tool.

Thank you very much for the feedback!
- Do you have any example projects that we can use to replicate the performance issues? Or at least can you let us know how many layers and frames your project has? Posting your device's specifications (such as the operating system, CPU, GPU, RAM etc) would also be helpful!
- Gaussian blur is coming in the next update!
- That is a good idea, noted!

Deleted 8 days ago

Here is the project that I working for!

It's a 64 x 64 Sprites
It had 6 layers which in layer 5, 4, 2 had a Brightness / Contrast filter in it.

Here is my Laptop specs!
Processor: AMD A4-9125 RADEON R3, 4 COMPUTE CORES 2C+2G 2.30 GHz
Ram: 16,0 GB
Operating System: Windows 10 64-Bit

Really looking forward this!

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Hy, have you tried increasing the fps value (from the image it's set to play at 9fps)

Yes I already did make it 30 fps and it's just playing on like 6 / 7 fps

As a temporary workaround, you can go to the View menu and disable "Display Layer Effects". This will disable the previewing of layer effects in the canvas, but they will still be applied in the exported images. Layer effects are currently hindering performance, we're currently considering ways on how to improve that.

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Now that I've tried the latest version (I've been using 0.11 before) I have to leave some negative feedback.

1. All my shortcuts were gone and it was quite cumbersome to assign them from the scratch.

2. I had a pxo-project with multiple layers and many frames (enemy animations for the game I'm developing) and when I tried to export some of the layers into spritesheets, the whole process was very cumbersome and slow. (My specs Ryzen2600x, RTX2070, 16 gb RAM)

  • Every time I made changes to settings, it took a while for them to happen (every time the program froze for few seconds) and some weird stuff started to happen. For example if I made 6 rows, as soon as I changed some other setting the program changed rows to 12. If I changed it back to six, the program doubled the amount of columns etc. This lead also to that it started to change scaling bigger, for example if I had scaling in 200% it was changed to 400% - the value in the settings stayed at 200%, but the size of the spritesheet was many times bigger (probably because the program doubled the rows/columns by itself).

I got so frustrated that I reverted back to the older version, but now I'm not able to load my pxo-project with it anymore. Now every time I try to load it with the older version, the whole program crashes.

I was finally able to make the spritesheets with the latest version, but it took some time and patience. Apparently if I want to change the amount of columns and rows, I can't write the exact amount using the keyboard. Instead I have to click the increase/decrease arrows and every time I click them, the program freezes for few seconds. So it took quite a while to change rows to 9 from 56 or whatever the amount was.

I love the older versions, because they are fast and easy to use with all the necessary features I need, but this new one is just slow and cumbersome. Definitely not worth the update for me, at least in this state.

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I decided to give the latest version another chance and while exporting and some other stuff are still slow, I'm starting to get by with them. I really hope there will be some performance improvements in the future, because this is still a great program.

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Hy, sorry for the trouble.

For the shortcuts and project, it was unavoidable because it was a breaking change (the way projects get saved is different now)

Regarding the slow export can you send a project file that is slow, and provide a video showing the bug (on discord). We'll look at it 😄.

Hello, thank you so much for reporting the issue! I tested a project with 256 frames, and there is indeed a significant performance decrease in v1.0 compared to v0.11 when changing any kind of setting in the export dialog (which includes the amount of rows/columns in a spritesheet). This is due to the new layer blending system that supports blending modes, which did not exist in v0.11. However, it is possible to make this faster by simply caching the blended frames once when the export dialog appears, instead of re-blending them every time something changes. I am currently working on this and it should be available in the next version, so you shouldn't experience any slowness when changing the number of rows/columns.

As for the 6 rows turning to 12 issue, I cannot seem to replicate it. If you have any exact reproduction steps, it would be very helpful!

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hello,May I ask a question?

1:Does Pixelorama have a smudge brush(blur)?

2:Also, is it possible to edit the UI theme by myself? I would like to have a light gray theme.



Hello! There's no blur tool at the moment. As for themes, the only way to achieve this would be by creating an extension with Godot that adds a custom theme.

Thank you for the comment. I understood it. I will use it as is.

una pregunta ¿como puedo poner una imagen de referencia para guiarme y poder hacer mi dibujo?

Hello, you can drag and drop an image and from import options, choose "reference image".

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I'm facing a performance issue on v1.0.2-stable (Linux 64 bit version). When I play the animation, everything works too low, so if I zoom out, it gets more fluid (but still slow), also is not possible to draw due the intense lag. In the previous version everything goes perfect.

Hello, this may be a performance issue caused by the new group blending. If you have any group layers, try setting their blend mode to "Passthrough".

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I'm on Mac OS Sonoma and it crashes when I unchecked "Single window mode"


It does this every time

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Thanks for the bug report! Unfortunately we don't own a Mac to test it, but we'll keep the issue in mind in case we find a fix.

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In need shortcut key to switch left tool and right tool.

I can't switch color by key "x" since update.

In need clipping mask for layer Group

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Thanks for the feedback!
- This is a nice idea, noted.
- Are you using a custom shortcut profile? If so, it may have been broken if you have updated from 0.x to 1.x. Try deleting it from the Preferences and creating an new one.
- This is now possible in today's update!

I realized this is a bug switch color shortcut only works when the Color Picker is visible

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Loving the tool so far. I was wondering if yall are planning on adding Palette indexing? (Changing all the pixels in a canvas of the same color when changing the color in the palette)

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Hello, thank you! Yeah we plan on adding it eventually!

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Is there any tool to replace the selected color with another one?

By the way, custom icon color preferences are not saved when restarting the program

-

¿Hay alguna herramienta para reemplazar el color seleccionado por otro?

Por cierto, las preferencias de color de icono personalizado no se guardan al reiniciar el programa

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Hello! You can use the bucket tool and change its mode to "similar color" in the tool options. And thank you for the bug report, it will be fixed in the next version!

One small thing I've noticed that would make a huge difference as an animator... is that I'm used to being able to press left and right keys when I have selected the lower panel and then have it toggle between frames (in Aseprite). I feel like that behavior is very intuitive and would make sense in Pixelorama too.

Hy 👋, I think there are shortcuts for those keys in preferences, I don't remember what their names were but I'm certain they exist.

Hello! You can use Control + the left and right keys to move between frames.

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Any chance of allowing custom scripts in Pixelorama? I think it would be awesome if it allowed custom scripts in GDScript, haha. (In contrast to how Aseprite allows custom scripts in Lua). The main thing is writing an API layer that people can reference to grab different objects within the Pixelorama project.

EDIT: Sorry, I didn't see that extensions were possible! That is great! I think that maybe they shouldn't be hidden away in preferences but that's just a personal preference. Great work!!!

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I don't really care what anyone else thinks, but I think Pixelorama has the potential to be the best free and open source pixel art tool ever! It is already challenging other paid tools like Aseprite. I took my time and compared Pixelorama with some other pixel art tools. Turns out that only Pixelorama provides with all the things I need for my work. It has some really unique features that I've never seen in any other tool. Great job, Orama Interactive!

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Couldn't have said it better myself! Pixelorama has been an absolute joy to work in! And several of its features have saved my bacon when working with pre-made assets. Thank you so much for this wonderful software!! I hope to support it on Steam someday. :)

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Thank you both so much for your kind words! They really make our day!

Buenas noches, tengo un problema, compre su aplicación por steam por primera vez y lo ejecute en mi computadora, al arrancar el programa la pantalla de la aplicación me salia en gris, no mostraba nada y no pareciera que estuviera cargando algo, posiblemente tiene un bug, pero ya intente desintalar e instalar de nuevo, incluso bajar el juego desde su web oficial, pero nada parece funcionar, incluso busque en youtube y no aparece como solucionar el problema, necesito ayuda por favor para solucionarlo

Hello! This may be a problem with your device not being able to run Pixelorama. If it's easy, can you post your computer's specs? Like its operating system, CPU and GPU.

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On Mac in Chrome Browser

The screens are static, not updating to show user input. Text fields don't change until the screen is resized, and the canvas only updates unreliably when refreshing the page.

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Hello, thank you for reporting! This is most likely an issue with the macOS version of Chrome and SharedArrayBuffer, which Pixelorama 1.0 requires. While there's not much we can do right now, in a future version this will not be required anymore and Pixelorama should run fine again. For now, it's best to download the desktop version.

Apple devices still have experimental WebGL2 support, which might be the issue with the fact the Godot 4's web export is based on WebGL2

I tried drawing using my windows surface pen, but it only seems to register where the pen is initially pressed down and lifted and not any of the movements in between.


Will there possibly be support for this in the future?

If you are on Windows you can try changing the tablet driver in Preferences to see if it maybe helps. Other than that there are input dynamics settings in the Global Tools panel (top right) which allow tweaking of tablet pen settings.

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I found some bugs(pixelorama v1.0 stable, mac os):

  • when I have 2 layers and try to move selection of bottom layer it deselects selection
  • All input fields defocus on 1 letter or number(you can enter number quickly before input defocuses)
  • when sheet rotation is 0 degrees it shows 0.00001

But overall pixelorama is a very good pixel art programm.

Hello, thank you for the bug reports!
- Is the bottom layer locked or invisible?
- Are you moving the mouse cursor into the canvas? Doing so results in input fields to lose focus, otherwise that shouldn't happen. Do you have exact steps that result in them losing focus?
- This is weird, we will investigate it.

  • Bottom layer isn't locked, it's visible and selected
  • reopening helped

Looks like a great tool. Does it support a touch interface?

Hello, thank you! Technically yes, but the user interface is not optimized to be used on small touch screens, like phones. It might work well on tablets though.

I have already commented here some time ago, but this is the best tool i am using for my game right now. Pixelorama has everything i need, thank you so much!

That is awesome to hear, good luck with your game!

bug report (v1.0):

when selecting multiple layers and using the move tool to move them simultaneously, all layers adopt the opacity of the last layer selected. feels similar to one of my previous bug reports in which selecting multiple frames and exporting would cause them to adopt the opacity of the last frame selected

+ when using arrow keys to move around the canvas or move a selection: pressing an arrow key, then pressing a perpendicular arrow key, then releasing either key, causes the movement to go in the unreleased key's direction twice

Thanks for the bug reports! The first bug seems unrelated to the move tool, the opacity changes no matter what tool is selected the moment the user selects multiple layers. This bug has been fixed and the fix will be included in version 1.0.1!

As for the second bug, it's a known issue and we're still trying to solve it.

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I can't save new projects or select folders on export and all my palletes are gone :(

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Hello! Can you provide more details? Do any errors appear when you try to save projects? As for your palettes, did you update from v0.11.4 to v1.0? If so, the palettes from previous versions no longer work as we wrote on the v1.0 devlog post. If you got them from somewhere else, you need to re-import them, otherwise you can export the palettes as images from v0.11.4 and import these images into v1.0.

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Hello! I don't get any errors. When I click save, it says the project was saved, but then nothing appears in the folder and it fails to "open recent projects" after I do so. For the exports, I can open the filemanager but can't select anything on the screen, all the folders and files grey out. I'm using Linux, and apparently the app updated by itself.

That sounds like a permission issue. Are you using the Flatpak version? You may need to confirm that Pixelorama has permission to access the file system. An easy way to configure Flatpak permissions is with the Flatseal application.

I think that is what happened. I was using the Flatpack version and now I installed the one available here and everything works.

now this program is in same time free(open source)/paid(on steam)

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There is no difference in the code base of Steam and Itch/Github versions of Pixelorama. Even the "paid" version is still open-source software. It's practically just a new way to donate to the project for people who would like to have Pixelorama in their Steam libraries (same approach as Krita).

Good tool! Although after the update to Ubuntu 20 it stopped working. But I have already solved this issue. And so thanks for the tool

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Hy, can you tell how you solved it? It may help future users also using Ubuntu 😁

I removed the Pixelorama program installed via snap because the new version requires the GLIBC_2.28 library, which I don’t have. The error looked like this: /snap/pixelorama/199/Pixelorama.x86_64: /lib/x86_64-linux-gnu/libc.so.6: version ‘GLIBC_2.28’ not found (required by /snap/pixelorama/199/Pixelorama.x86_64) After removing the snap version, I went to itch.io, downloaded Pixelorama from your page, extracted the archive, and ran it through the terminal using the command ./Pixelorama.x86. Everything works, and I am using the program now.

Thanks ❤️

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I love Pixelorama, it's the only pixel art editor I use for my games.

Thank you so much, glad you like it!

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