Hello! Very cool so far, the mouse right and left click is very interesting! I'm more use to Aseprite, but there's no arm64 built for it so I'm using your software, I'm impressed!
Noticed some issues for the moment, the blend mode seems to not work for me,idk what im doing wrong,the toggle layer visibility does not seem to work either and transparency doesnt work too (only for the layer, it works with the pen). Im currently using the Rasberry Pi 500 (basicly a Pi 5).
After further testing: The layers and the visibility works on my Windows Laptop but not on my Pi. :( On the Pi the issue was seen inside the application and on the web browser.
Idk if it could be done or if it has already, but im a huge fan of tilemaps. Would be cool to set up tilemaps and export them as tilemap layers in Godot!
Also I would like to suggest the rule to be editable in order to have the set of the rule by power of 2 rather than 0-25-50-100... etc! (So it would say 0-8-16-32-64) I think it would be nice for pixel art users to make sprites :)
Okay! After some testing again. I am able to confirm that it's not an issue where the transparency is working or not. It is that the layers for the blend mode and the layers visibility and transparency is not updated on change.
Issue:
Changes made to layers are saved correctly but only appear on the canvas after reopening the file, instead of updating immediately.
Steps to repro on a Rasberry Pi 500:
1. Launch Application.
2. Make two different layers,one with a square,second a circle.
3. Remove visibility on the second layer.
4.Notice the circle does is still there.
5. Save, close the Application, relaunch the Application and open the file.
6. Notice the circle disappeared, the canva was updated.
Thank you for the feedback and for the testing! Unfortunately this is hard for us to troubleshoot because we don't own a Raspberry Pi device to test it, we rely solely on user feedback, similarly to the macOS version. Not entirely sure what is causing the layer rendering to not be working on Raspberry Pis, but we will look further into it. The most likely scenario is that this is some kind of shader or GPU/GPU driver limitation. If that is indeed the case, we may need to re-write the layer rendering code, or make a simplified version of it with less features for devices that do not support the current version.
Hi, the feature to import a tag from one project to another isn't working.(or I'm doing something wrong).
Today I discovered this feature exists, but when I tried to use it, it only imports the tag name and the number of layers, but not the content. All frames are empty.
I tried:
- Different projects
- Various resolutions
- Importing with and without generating the label
- Free and Steam versions.
Nothing works.
I use this app primarily for pixel art, and this feature would have saved me a lot of time, but now that I know it exists, it doesn't work. Please help.
Hello, thank for letting us know of the issue! This is indeed a bug in the latest version. We managed to fix this just now, and the fix will be available in the next stable version. If you'd like to use the current development version now with the fix, you can download a Nightly version temporarily, until the next stable is out: https://nightly.link/Orama-Interactive/Pixelorama/workflows/dev-desktop-builds/m...
Step 3: Open Godot and Import pixelorama as shown in the images (by default the project will get created in Documents folder, so if you want, change that to some place else)
Step 4: After it finishes import go to Scene > Quit > Save and exit.
You can now, also delete the ZIP folder as well (that was downloaded in step 2).
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Hello! Very cool so far, the mouse right and left click is very interesting! I'm more use to Aseprite, but there's no arm64 built for it so I'm using your software, I'm impressed!
Noticed some issues for the moment, the blend mode seems to not work for me,idk what im doing wrong,the toggle layer visibility does not seem to work either and transparency doesnt work too (only for the layer, it works with the pen). Im currently using the Rasberry Pi 500 (basicly a Pi 5).
After further testing: The layers and the visibility works on my Windows Laptop but not on my Pi. :(
On the Pi the issue was seen inside the application and on the web browser.
Idk if it could be done or if it has already, but im a huge fan of tilemaps. Would be cool to set up tilemaps and export them as tilemap layers in Godot!
Also I would like to suggest the rule to be editable in order to have the set of the rule by power of 2 rather than 0-25-50-100... etc! (So it would say 0-8-16-32-64) I think it would be nice for pixel art users to make sprites :)
Okay! After some testing again. I am able to confirm that it's not an issue where the transparency is working or not. It is that the layers for the blend mode and the layers visibility and transparency is not updated on change.
Issue:
Changes made to layers are saved correctly but only appear on the canvas after reopening the file, instead of updating immediately.
Steps to repro on a Rasberry Pi 500:
1. Launch Application.
2. Make two different layers,one with a square,second a circle.
3. Remove visibility on the second layer.
4.Notice the circle does is still there.
5. Save, close the Application, relaunch the Application and open the file.
6. Notice the circle disappeared, the canva was updated.
Thank you for the feedback and for the testing! Unfortunately this is hard for us to troubleshoot because we don't own a Raspberry Pi device to test it, we rely solely on user feedback, similarly to the macOS version. Not entirely sure what is causing the layer rendering to not be working on Raspberry Pis, but we will look further into it. The most likely scenario is that this is some kind of shader or GPU/GPU driver limitation. If that is indeed the case, we may need to re-write the layer rendering code, or make a simplified version of it with less features for devices that do not support the current version.
Just to get a better idea of shader support, do the image effects work when you try to apply them? (More info on image effects here: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/image_effects)
hej!
edit: I ended up solving the fullscreen issue, but the app doesn't work with my tablet.
it interacts with the pen in a weird way where just clicks register, but not dragging.
Hy, are you using windows? (is it a drawing tablet?)
if it's a drawing tablet, you need to change the driver from Edit > Preferences > Drivers.
thanks, that was it!
it works with wintab and dummy, but not with winink.
Hi, the feature to import a tag from one project to another isn't working.(or I'm doing something wrong).
Today I discovered this feature exists, but when I tried to use it, it only imports the tag name and the number of layers, but not the content. All frames are empty.
I tried:
- Different projects
- Various resolutions
- Importing with and without generating the label
- Free and Steam versions.
Nothing works.
I use this app primarily for pixel art, and this feature would have saved me a lot of time, but now that I know it exists, it doesn't work. Please help.
Hello, thank for letting us know of the issue! This is indeed a bug in the latest version. We managed to fix this just now, and the fix will be available in the next stable version. If you'd like to use the current development version now with the fix, you can download a Nightly version temporarily, until the next stable is out: https://nightly.link/Orama-Interactive/Pixelorama/workflows/dev-desktop-builds/m...
Apologies for the trouble caused.
Will there ever be a version for Android tablets? I really would like doing some pixel art on the go.
IT is but it's progress is kinda slow, as it isn't the main focus rn.
Pan and zoom gestures are available though if you run it on your tablet through godot.
Step 1: Download Godot 4 from playstore (https://play.google.com/store/apps/details?id=org.godotengine.editor.v4&hl=en)
Step 2: Get pixelorama's source code (a zip folder will get downloaded, you don't have to unzip it) https://github.com/Orama-Interactive/Pixelorama/archive/refs/heads/master.zip
Step 3: Open Godot and Import pixelorama as shown in the images (by default the project will get created in Documents folder, so if you want, change that to some place else)
Step 4: After it finishes import go to Scene > Quit > Save and exit.
You can now, also delete the ZIP folder as well (that was downloaded in step 2).
Now reopen godot, select pixeloram and press run.
Wouldn't it be possible to build Pixelorama on Godot Windows and export it as an Android apk?
I have built it on my own and it works fine. Not everything works without mouse, but it looks pretty promising :-)