Hello I had a problem, with the part of the palettes. The last version I used was 0.8.3. I just downloaded the current version and it doesn't have the default color palettes.
Another thing if I try to create a palette and save it, the program just stops responding the first time. After creating and opening the data folder, it doesn't happen anymore.
Hy, All the pallets/brushes/paterns are stored in "pixelorama_data" folder it's the same folder as it was for 0.8.3, just move thes folder to the same location where the new executable is
Hy, i heard that a similar problem did occur for another user that the gif export was stuck at 0% he found out that Quote "So exporting did actually work but the whole time It said 0%" hope it helps...
Hello, please file a bug report in Pixelorama's GitHub Issues page, with as much detail as you can, including your operating system, steps to replicate, whether this happens for all projects or not and if it doesn't, uploading a .pxo file of a project that does not get exported as a .gif would be very helpful. Also, it might be possible that if you have an anti-virus software installed, it might mess up with file exporting. Users have experienced errors exporting .png files because they had anti-virus software installed.
Hello, and thank you for the feedback! As of right now, there are no plans to add flip and rotate tools. We do eventually plan to add rotation gizmos for selections, though, just like there are for scaling. If you'd like, feel free to open a discussion in GitHub, in order to see if your proposal is desirable by more people.
This is my pixel editor for a long time, I needed something simple like this because I use this for making tiles or basic sprites and I don't need all that fancy stuff so I am loving pixelorama.
I just updated from 0.8 to 0.9 and I loved that it has now m1 mac support.Only Problem with that when I downloaded 0.9 all palettes are gone (even default ones) and all shortcuts needed to add control button (for example undo was command + z in 0.8 but it is control+command+z in 0.9) but I downloaded source code and edited shortcuts in godot so this problem is solved for now.
Keep up what you are doing, I am so excited for 1.0 version
Hello, thank you for the quality feedback! Sorry about the issues in the Mac version, we don't have a macOS device to test it properly ourselves but we do our best to ensure its quality is the same as the rest of the platforms! :)
Thanks. You are doing amazing job and I am glad if I could help.
Palettes seems fine on godot (they show up when I start project in editor) but when I export project and run it, it shows no palette. I couldn't find why.
Also for shortcuts, I think that issue might be ctrl key. Normally "command" key in mac is similar to "ctrl" in windows but godot understands "control" key as ctrl. I can send you the files I edited if you want to see the difference (I only edited key bindings in godot, didn't touch anything other than that)
This is looking really good already. It already runs sooo much better than Aseprite on my pc and the navigation is really nice. I can't wait to see version 1.0
Hi, I've come back to check out the progress of this great tool. Last time, there were few selection tools, but now there is even a Magic selection tool! That's amazing.
I think I've encountered a bug or something. I can't seem to export my project as "GIF"
I tried toggling between "Frame" > "Spritesheet" > "Animation" but the File type is still grayed out to ".png; PNG Image"
Any ideas? I might be doing something wrong or something.
This is really nice, and i have been using it for a very long time, but this stoped working on my mac for a few month now. I have redownloaded the tool but it doesn't seem to work. maybe it's because of the Gotdot engine?
This program is better than most of the free photo editors I use online. I'll be using this for my new game and it will help a bunch. Thanks for making this!
I think this program is wonderful, both as a pixel art editor and Godot project! Something I would like to ask, though, is how you implemented the file picker.
Thanks! Although, in the browser, the FileDialog node doesn't allow opening user data; the proposal to solve this issue was from you, I think. Pixelorama, on the browser, opens the native file picker, rather than Godot's.
This is a very nice program to work with pixel art. But I wanna suggest to have a settings that can change a shortcut key, the pencil tool shortcut was too far away from my workspace and it's really painful. And also the background should not suppose to follow the screen, it should stay as it is. But this still is really great and I love it!
You can change some keyboard shortcuts in Edit>Preferences>Shortcuts by selecting a Custom preset. Rebind Pencil tool to any key you want.
You can also change the background look and behaviour in Edit>Preferences>Canvas. Just select Follow Canvas Movement so it behaves like you expected it to behave.
Thank you! It's an interesting suggestion and we'd like to implement this as well. Hopefully we will manage to do it at some point for a future update. :)
I'd like to report out a weird issue happening on my MacBook when downloading the .dmg from Chrome (haven't tried on other browsers yet) where it says that the disk image is damaged and can't be opened. Since this seems one of the best free pixel editors i've found so far, its kinda of a bummer, so I'd appreciate if you could give a look into that
Solo diré que este editor de pixel art es de lo mejor que me he encontrado y que este echo con Godot me sorprende y alegra bastante, espero que sigua mejorando y que te valla muy bien con este proyecto.
Utterly surprised about how smooth this is, even when opening big files and zooming in & out on large map drawings I do. Asesprite slowly dies when I do that, but this just works. Marvelous work!
I still cant believe it was made with Godot, thought GDscript would be as "slow" as python, but this is very snappy even for my potato laptop. Definitely a great software, however one thing that bugs me is the zoom tool, because to zoom out I have to change it in the options of the tool, which is not ideal when using a drawing tablet, it would be great to drag the pen or mouse instead to zoom in and out. Other thing that I would love is an accessible RGB and/or HSV slider on the UI to select the colors that I will use for the artwork.
We're very glad you like it and we appreciate your feedback! We will most likely change how the zoom tool works to make it more comfortable and easy to use and make it work like you described, maybe even for the next update. This was also discussed here: https://github.com/Orama-Interactive/Pixelorama/discussions/540
I can't seem to figure out how to use custom brushes. When I click create brush nothing happens. Pattern fill is also not working for me.
I'm a macOS user and well, most of the programs I run are unsigned and I'm used to fixing that. But this is a bit different, and modifying gatekeeper doesn't seem to affect the "damaged program warning", at least for me. Normally the warning for gatekeeper is different.
I tried changing the file to executable, and ultimately the only thing that actually worked for me was downloading the source and exporting it using godot. I can try and do a bit more testing if that helps.
Unfortunately, I don't own a Mac so I can't properly test the macOS version and we rely on the community's help and feedback. Pixelorama's macOS binaries are being generated through GitHub Actions workflows, which run on macOS and generate a .dmg file, which should have executable permissions, but it's unsigned and not notarized. So, in theory, disabling Gatekeeper should work. I'm not sure why it doesn't, but we'll do what we can to find a solution.
Yes. But so far it was decided that developing Pixelorama as an engine-agnostic standalone app is a priority. If you want a tighter integration with Godot there is "Godot Pixelorama Importer" plugin that will directly import .pxo files to your game project.
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Hello I had a problem, with the part of the palettes. The last version I used was 0.8.3. I just downloaded the current version and it doesn't have the default color palettes.
Another thing if I try to create a palette and save it, the program just stops responding the first time. After creating and opening the data folder, it doesn't happen anymore.
Hy, All the pallets/brushes/paterns are stored in "pixelorama_data" folder it's the same folder as it was for 0.8.3, just move thes folder to the same location where the new executable is
Love this pixel editor!
I use this editor all the time but encountered a big bug recently. I haven't tested it on normal .png files, but I can't export a .gif file on 0.9.2
I tried to export on 0.9.1 or 0.9 and on these versions exporting worked.
Please fix not being able to export on 0.9.2,
bouncy
also if you need the details of this error, continue this thread.
also again, the editor is great. use it over asprite.
Hy, i heard that a similar problem did occur for another user that the gif export was stuck at 0% he found out that Quote "So exporting did actually work but the whole time It said 0%" hope it helps...
My error is different. The gif export is completing, but not actually making a file in any location.
Hello, please file a bug report in Pixelorama's GitHub Issues page, with as much detail as you can, including your operating system, steps to replicate, whether this happens for all projects or not and if it doesn't, uploading a .pxo file of a project that does not get exported as a .gif would be very helpful. Also, it might be possible that if you have an anti-virus software installed, it might mess up with file exporting. Users have experienced errors exporting .png files because they had anti-virus software installed.
Done!
Hope it helps...
(oh and i forgot to add, I have avast one free instaled...)
AMAZING i was looking for a good pixel art app and i found thanks for this keep up the good work
Thank you so much!
Hello, and thank you for the feedback! As of right now, there are no plans to add flip and rotate tools. We do eventually plan to add rotation gizmos for selections, though, just like there are for scaling. If you'd like, feel free to open a discussion in GitHub, in order to see if your proposal is desirable by more people.
great but I wish there was a text tool
Thank you! We are working on it, there will be one in a future update.
I don't see clipping mask feature. Please add this feature 🙏 i really love this software. If possible develop android and ios applications 👌
Thank you, we will think about it! :)
Love the new update, added the basic tools which were my only complaint, I will continue to use it as a replacement for PikoPixel.
We're glad that you like it!
This is my pixel editor for a long time, I needed something simple like this because I use this for making tiles or basic sprites and I don't need all that fancy stuff so I am loving pixelorama.
I just updated from 0.8 to 0.9 and I loved that it has now m1 mac support.Only Problem with that when I downloaded 0.9 all palettes are gone (even default ones) and all shortcuts needed to add control button (for example undo was command + z in 0.8 but it is control+command+z in 0.9) but I downloaded source code and edited shortcuts in godot so this problem is solved for now.
Keep up what you are doing, I am so excited for 1.0 version
Hello, thank you for the quality feedback! Sorry about the issues in the Mac version, we don't have a macOS device to test it properly ourselves but we do our best to ensure its quality is the same as the rest of the platforms! :)
Thanks. You are doing amazing job and I am glad if I could help.
Palettes seems fine on godot (they show up when I start project in editor) but when I export project and run it, it shows no palette. I couldn't find why.
Also for shortcuts, I think that issue might be ctrl key. Normally "command" key in mac is similar to "ctrl" in windows but godot understands "control" key as ctrl. I can send you the files I edited if you want to see the difference (I only edited key bindings in godot, didn't touch anything other than that)
If you want, feel free to open a Pull Request inPixelorama's GitHub Repository with your changes! :)
wonderful porgram
Thank you!
This is looking really good already. It already runs sooo much better than Aseprite on my pc and the navigation is really nice. I can't wait to see version 1.0
Thank you very much!
Hi, I've come back to check out the progress of this great tool. Last time, there were few selection tools, but now there is even a Magic selection tool!
That's amazing.
I think I've encountered a bug or something. I can't seem to export my project as "GIF"
I tried toggling between "Frame" > "Spritesheet" > "Animation" but the File type is still grayed out to ".png; PNG Image"
Any ideas? I might be doing something wrong or something.
There's two options relating animation you need to select "all frames as single file" from the animation tab
This is really nice, and i have been using it for a very long time, but this stoped working on my mac for a few month now. I have redownloaded the tool but it doesn't seem to work. maybe it's because of the Gotdot engine?
I have an old mac. its macOsX 10.15
Hy, does the godot engine 3.4.2 work on your mac? if it does you could try running it using godot.
Hey, you're showing your UUID and other personal information, I don't recommend...
Tried to visit the orama-interactive.com site and it keeps saying connection refused.
It is currently unavailable until we remake it. For now, this page acts as the main site for Pixelorama.
This program is better than most of the free photo editors I use online. I'll be using this for my new game and it will help a bunch. Thanks for making this!
Glad to hear that you like it, we wish you good luck with your game! :D
I use this and I really love it. Quite simple in design but has many options to use! 10/10
We appreciate your kind feedback!
I think this program is wonderful, both as a pixel art editor and Godot project! Something I would like to ask, though, is how you implemented the file picker.
Thank you! We used the FileDialog node. https://docs.godotengine.org/en/stable/classes/class_filedialog.html
Thanks! Although, in the browser, the FileDialog node doesn't allow opening user data; the proposal to solve this issue was from you, I think. Pixelorama, on the browser, opens the native file picker, rather than Godot's.
Oh yeah, you are correct. For the Web browser we use a modified version of this addon. https://github.com/Pukkah/HTML5-File-Exchange-for-Godot
Thanks for the help! I'll look into that.
This is the best pixel art tool period. And its free. If you have money you should donate it.
Thank you for helping me make my indie game!
Thank you so much for your kind words! We can't wait to see your game! :D
This is a very nice program to work with pixel art. But I wanna suggest to have a settings that can change a shortcut key, the pencil tool shortcut was too far away from my workspace and it's really painful. And also the background should not suppose to follow the screen, it should stay as it is. But this still is really great and I love it!
You can change some keyboard shortcuts in Edit>Preferences>Shortcuts by selecting a Custom preset. Rebind Pencil tool to any key you want.
You can also change the background look and behaviour in Edit>Preferences>Canvas. Just select Follow Canvas Movement so it behaves like you expected it to behave.
Oh, I didn't know that was exists.. Thanks!
Thank you! It's an interesting suggestion and we'd like to implement this as well. Hopefully we will manage to do it at some point for a future update. :)
Super easy to pick up and learn. Also glad that it works well in both Linux and Windows. I donated $10 towards development.
Thank you very much! We really appreciate your donation and your kind words! :)
Great!
Thank you!
I'd like to report out a weird issue happening on my MacBook when downloading the .dmg from Chrome (haven't tried on other browsers yet) where it says that the disk image is damaged and can't be opened. Since this seems one of the best free pixel editors i've found so far, its kinda of a bummer, so I'd appreciate if you could give a look into that
nvm just read the full info text and found out about the troubleshooting page oof my bad
Thank you so much!! Spreading the word helps a lot!
So amazing! I love that is is free and easy to understand!
Thank you!!
Wow. Like it.try to used in my games.
Thank you! Can't wait to see what you create! :)
aesprite randomly disappeared from my laptop so I’m checking this out.
👀 Hope you will like it!
So far, I do! Even if I have no idea what I’m doing!
Super minimal and better than Aseprite to some degree
We are glad that you like it!
esta muy bien gracias por que sea gratuito, yo lo utilizo para crear mis sprites en godot para mis juegos!!! :D
Glad you like it! :D
:D
es ej mejor programa de pixeles, animacion, etc 😀
Thank you!
thanks this helped a lot! :D
Glad to help!
i use many itch.io things to code!
Comentario en Español Random.
Solo diré que este editor de pixel art es de lo mejor que me he encontrado y que este echo con Godot me sorprende y alegra bastante, espero que sigua mejorando y que te valla muy bien con este proyecto.
Thank you for your kind words!
Utterly surprised about how smooth this is, even when opening big files and zooming in & out on large map drawings I do. Asesprite slowly dies when I do that, but this just works. Marvelous work!
Thank you, glad to hear that it works fine!
I still cant believe it was made with Godot, thought GDscript would be as "slow" as python, but this is very snappy even for my potato laptop. Definitely a great software, however one thing that bugs me is the zoom tool, because to zoom out I have to change it in the options of the tool, which is not ideal when using a drawing tablet, it would be great to drag the pen or mouse instead to zoom in and out. Other thing that I would love is an accessible RGB and/or HSV slider on the UI to select the colors that I will use for the artwork.
We're very glad you like it and we appreciate your feedback! We will most likely change how the zoom tool works to make it more comfortable and easy to use and make it work like you described, maybe even for the next update. This was also discussed here: https://github.com/Orama-Interactive/Pixelorama/discussions/540
Thank you for creating this tool. It's an excellent open source alternative to Aseprite.
Happy that you like it!
Mac Big Sur 11.6 - "Pixelorama is damaged and cannot be opened"
Hello, perhaps this could help you: https://orama-interactive.github.io/Pixelorama-Docs/troubleshooting#macos-says-t...
Thanks so much. I'll check it out.
This is honestly a lovely tool, thank you.
I can't seem to figure out how to use custom brushes. When I click create brush nothing happens. Pattern fill is also not working for me.
I'm a macOS user and well, most of the programs I run are unsigned and I'm used to fixing that. But this is a bit different, and modifying gatekeeper doesn't seem to affect the "damaged program warning", at least for me. Normally the warning for gatekeeper is different.
I tried changing the file to executable, and ultimately the only thing that actually worked for me was downloading the source and exporting it using godot. I can try and do a bit more testing if that helps.
Hello, thank you! Create brush only works when there's an active selection. For more information about brushes, you can read our documentation: https://orama-interactive.github.io/Pixelorama-Docs/concepts/brush
Unfortunately, I don't own a Mac so I can't properly test the macOS version and we rely on the community's help and feedback. Pixelorama's macOS binaries are being generated through GitHub Actions workflows, which run on macOS and generate a .dmg file, which should have executable permissions, but it's unsigned and not notarized. So, in theory, disabling Gatekeeper should work. I'm not sure why it doesn't, but we'll do what we can to find a solution.
The following command worked for me:
xattr -c /Applications/Pixelorama.app
Wonderful job what you are doing with this app, will undoubtedly become one of the indispensable for pixelart
Thank you so much!
Have you ever thought of putting your project in godot game engine natively, because if that happened it would be epic
Yes. But so far it was decided that developing Pixelorama as an engine-agnostic standalone app is a priority. If you want a tighter integration with Godot there is "Godot Pixelorama Importer" plugin that will directly import .pxo files to your game project.
It's not a priority. The goal is to work on a standalone app first. Pixelorama is meant for everyone not just Godot developers.
But you can use the plugin I mentioned; it will make re-importing of changed .pxo files to your game project automatic.
OK but pixeloroma is still one of the best godot tools I´ve ever seen, and I´m using it when I found out it exsisted
That would be massively epic.