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(23 edits)

Oh looks like i need o get back to docs and reread carefully.

The inline alpha thing is fantastic! I should of thought of that , it helps a ton to not make the outline look the same and blends nicely, you think having the outline on "multiply" or "overlay" mode would help even more to change the saturation a bit? Cause you know when you merge black with anything - it will lose saturation and i want to keep it vivid , maybe thers a way to keep it more saturated somehow ?

That swap to frames from seconds was so obvious but the S/F thing i would never guess what it was.I would move it to the row with play button and all so it shows seconds/frames or something, for other people that kinda read the manual docs but not as precisely.

When you show number of frames tho i think you should start from frame 1 not frame 0.

When i swap to F it does not remember it for other files i import tho.. so can you make it remember it ?

This also applies to everything really - the software currently does not store any settings and is using defaults for all newly imported stuff, thats problematic if we want to build time friendly workflow, for example wont remember i want export to gifs all the time, wont remember F setting instead of S , wont remember what sampling , what shader im using since last time... basically all those i think should be stored and kept like they are unless we change them.This is how most programs work,If we want defaults - we click on reset to defaults.

Sometimes imported gif wont play its animation, i have to reimport again...

Timings are not saved properly when i import gif, then add inline nd export back - it kinda changes the time how long each frame was displayed.I dont think it respects that some frames are displayed longer ?

Sometimes you have to treat new users as 5yr old kids and show them stuff like this, for you its totally different cause you know it all with your eyes closed.

The shortcut to move to next frame with arrow keys , it would be great to have also to move between just keyframes only, this is how i mostly work - jump from keyframe to keyframe.With shift or ctrl.Shortcuts and hotkeys are time savers.

The gif export, its not as obvious its even available, i think mentioning it somewhere on export panel would help people to actually look for it harder, i assumed it was just png only. Was it laziness or assumption not sure but i would try to mention all export options somewhere for newcomers.

But you know... can you add function to change export filetype from the export panel so we just change it and press export, so we dont even have to open file browser to pick the gif or png...  it would save time. Simply typing in a name  "file.gif"  doesnt seem to work to change to gif from png also you have to change filetype AND filename extension... too many steps for such thing.

- Id like to be able to quickly import gif, add inline and cleanup lines, then save it back to same file with same settings ,palette and all... I think save as gif would be nice addition to speed up whole process on gif files, maybe add also save as copy, so it adds copy to its filename when saving

- in indexation , can you calculate how many colors image has and try to set the pallete color numbers to it ? Also can we have available color number slider when we do "generate with adsjustments" ? Wil make things faster

- in indexation, can you add a option to display first color as transparent one ? so it will disappear .Optional not always needed but useful for some anims.

- reset transform shortcut or in menu when you rightmousebutton click

- shortcut - save gif anim, shortcut save png frames and it opens file browser to choose a name but extension is already applied for gif or png

The thing is - i ahve lots of older anims that have jagged pixels here and there and pixeolver fixes them perfectly but saving the new anim version will take A LOT of time with current state of things and the way of saving new gif version of the file

- Any plans for thumbnail viewer in home panel to open the files ? I mean we can see them by opening file browser but, that came to my mind when looking at main panel.

- Can You disable having two keyframes on the same time at the timeline for the same object like mesh ? The thing is - i did a keyframe for mesh with 4 points, then i added 2 more points tothis mesh, so when i went back to animate- it started to create new keyframe without me realising i have 2 keyframes at the same time- old 2ith 4 points and new with 6 points.Id like to not have that problem and update the old keyframe with new points and approximate new points position according to other points, i dont want the nnew points to just stay in place ( cause they did not had position change at all really since theyre new). 

Also please make it add mesh track and keyframe automatically to the timeline from the moment we create the mesh - will save extra step of clicking on key everytime.Cause lets face it - there wil be 0 scenarios where we create a mesh but dont want a track and keyframe for it on a timeline.But if there is, maybe make that as an extra option in settings for people who dont want a track created once we setup the mesh.

- Can You make resamping a part of the shader preset? its a part of the "look" so i think should be a part of it or at least optionable to include it.

- Can You do in the future a batch converter of backgrounds/images to pixel art style using particular shader and resizing options ? lets say scale all imags to be 240 pixels tall and run shader preset through them to convert to pixelart ?

Even better would be a batch processing that includes all functions so id give it folder with gifs, then select shader, and cleanup , inline etc, then click save and it starts to process all the gif files

I have lots of backgrounds from stable diffusion to convert like this

Im really impressed with how eported gifs look like even when mesh deforming single image, you have really special software on your hands, its going to be a game changed for pixel animators and i think regular animators too, even more so when painting layer will be included - no software has it yet.