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Berlin Nights

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A member registered May 30, 2021 · View creator page →

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Batch processing should be easily feasible. I don't think I would add an extra headless app, more like inside the app for quick generation of the the output from any input. Should be actually just a menu where you can select the input and at what stages you want the export and can very well be the whole feature set, (faces to render, slices to render or faces to voxel model shouldnt be much different). Yeah i can imagine just wanting a different light position and reexporting all assets is not what you wanna do. 

Thanks for the input! 

Have you read the help instructions (upper right corner)? There it is mentioned how and what to load for any given tab as they currently work independently.

Loading on the slicer tab is a little bit hidden as it is done via the the buttons that seem like the title (e.g. "Front", "Left", etc.), which opens the file explorer for loading individual images. 

While, in the planner there is currently only the option to load in batches of the full view and not individual images (see instructions as well).

You can download the test_images in the download section to get something to start with as there are also examples for the different conventions.

Very much appreciated! :)

Nice to hear you like it so much and already find joy using it, while in my opinion it's still a bit clunky here and there haha. I am planning on reworking a lot of the UI for a more coherent workflow in the next few months, so stay tuned and any feedback on features you are missing is also welcomed!

Be aware, the exported gltf models are heavily unoptimized at this point. The option for 3D model export is currently only meant for transfer into other apps for optimization or stuff like 3D printing where vertex count doesnt matter. You might want to check out MagicaVoxel or other alternatives if you want to make engine ready 3D models.

As i cant compete with such editors, i will try to make something in between of a 2D drawing app and 3D Voxel editor which can help in transforming stuff and also just trying to experiment with sprite stacking. 

Great to hear!

Yeah, it still lacks on nice UX as it grew quite unplanned from a much simpler idea. Never thought i would have a voxel editor or rendering system. There will be a big change of ui for V1.0 so that everything is more bound together. Currently it is fine, it works, but is is not optimal or always intuitive.

Oh i missed the quad plane, but the box is implemented. Also want to add the ability to change the light direction later on, but i hope that suffices for now.

BTW: Doubleclicking on the Preview will reset the transform of the mesh

Of course, added it! Hope it works as i cannot test it

1. Thanks for the feedback, but then i guess, i can't fix it for mac. I will take that version offline.

2. It is a standalone app. It's just made with Godot (3.4).

Your feedback is motivating me to work at least on a small update in the near future :) Thanks.

btw: I've read some of your blogposts. Very interristing stuff and nice artwork. I am also thinking about to write a mail, asking you for some sort of coop

Thanks for your reply, i really appreciate your feedback! 

At least i will note down this bug and check it out in the future. As you can see in the timeline, the developement slowed down over the months, since i am working on different projects, but from time to time i still work on it. Hit me up, if you have any problems.

Schöne Grüße aus Berlin :) 

Hey, sorry but i have not updated the new versions in Linux and Mac and so i just hided it. But especially for you, i have exported the newest version for Linux and uploaded it here.  

I would appreciate a quick comment if it is working or not! :) 

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Thanks! Since i am german, and many of the 'K's in german will be translated to 'C' in english, i just assumed it would be "Canban" without spell checking 😃

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Hey Faylayx,

Thank you very much for your feedback. You was totally right. Checking without any past save files (so first time-initialising state) is going right on my Debug Checklist for the next releases.

Now it should work properly! :)