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Code Flame
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(https://i.imgur.com/0cuw31L.mp4) Here is a video of me reproducing the problem. I don't believe the bit depth was important. In the video, I first exported a smaller image. Afterwards, I exported a very very big image and it crashed. So, it seems the problem may have been the the size of the large pretty image.
(https://i.imgur.com/0O1xZij.mp4) Here is another video where I save as a `.ourpaint` file. It crashes just as well, however the file it wrote (`i_am_testing.ourpaint`) had 178 bytes of data in it after the crash.
When I recorded the first clip, I had about 50 gigabytes of RAM available out of 64 gigabytes. Upon export, Task Manager showed OurPaint using 15 gigabytes of RAM before the crash (do note that Task Manager may lag behind).
There were 90 gigabytes of space in the drive I attempted to export to.
Perhaps automatic backups would help ease users in situations such as this? (And if the backup itself causes the program to crash, at least it crashes early in a user's session)
:)
Hi Yiming, I found this software very impressive and enjoyed playing with it. However, when I attempted to "Export Image" in a 16 bit linear color space on Windows with v0.2a, the software wrote 0 bytes to a png and then crashed. I'm disappointed I may not be able to use Our Paint for real work due to instability. It is a very nice, unique program and I think digital art lacks things such as this. I wish you well.
Fun :) Thank you for the comment.
Unfortunate about that PC issue; I don't believe Javascript code sandboxed in a browser could cause such a thing, but perhaps there was a bug with the browser or something else with your PC's hardware. I've never had this issue you mention and haven't seen anyone else comment about it.
I've been hard at work on a desktop game Journey to Royn for 12 months. A newer version of Idle Tetris exists on my computer (with fun things like unique and wacky achievements with rewards), but I'm not likely to work on it for a bit because of my large complex exciting project.
Awesome :) The update is now released, with user themes included. Holding "Ctrl" and "Shift" and holding click on a visual element should allow you to change its color, and this will save changes to a file automatically.
You should be able to access the download page from your Itch.io library or from the "You already own this; go to the download page" banner on the store page.
I worry that making user customization for highlighting every amount of frames would complicate the user experience for little gain.
The high-customizability option would be allowing the user to configure an offset and pattern-length (probably by intuitively dragging the cursor on the timeline while holding a key down).
The low-customizability option would be making the default highlight pattern mark every 2nd/4th/8th frames. This may work because most animation is done on twos.
I fear the high-customizability option may be seldom used, confuse people, and distract from the study by adding a new thing to think about.
I want to try the low-customizability option, but let me know if that does not fit your use case or if it would be weird.
I'm generally not a fan of user-customizable UIs; I believe that if a user desires customizing their UI, then the UI may just be poorly designed and should be made better for everyone. But then again, maybe it's just a fun form of expression for the user. Why do you desire to customize the colors? I'm curious if this is for expression, to solve a design problem, or another reason.
I do see the value of a scrollbar. So Animation Buddy can keep its minimalism, I could probably have it off by default and toggled by a hotkey.
Just to double check: are you aware you can zoom out with a configurable hotkey (Or I think Ctrl+Scroll wheel)? This eases the amount of work accomplished by the swiping motion.
Your post made me unrelatedly think I could easily make clicking on a frame toggle highlighting that frame in particular, so it would be easy to mark frames. That would be useful for quickly visually distinguishing a starting frame for a study (previously I was solely using the frame number).
Thank you for the suggestions.
Let me know your thoughts on my responses.
Spacebar is no longer the default hotkey for playing/pausing video as per the latest update (it is now the pause button on a keyboard, but you can rebind it if you don't have that key or would prefer a different one).
"Set app to capture hotkeys" has been removed because it was not useful enough to stay.
All hotkeys work when the window is unfocused, so I recommend picking hotkeys that don't conflict with your animation program :) This makes it fast to control Animation Buddy.
I can't remember for the version of the game that's on Itch.io, but the current code says that they start hard-dropping from higher up as they level up. So it's not that they start at a certain level; it's that they do it earlier as they level up.
Maybe the version on Itch had that functionality? Or maybe they didn't hard-drop at all...
> For some reason, the game makes me start at level 2 speed. maybe you could start at level 1 or even level 0 speed?
The button is more like "Buy level 2 speed;" it's implicit that you're at level 1. I don't know how much this actually matters.
> Not being able to spin a piece when it is touching the border is a little rough
In the in-dev version, doing achievements allows you to progressively unlock piece kickback!
Your other thoughts are interesting too, though I have no comment for them, thanks for sharing!
Maybe I'll start developing this game more seriously again some time. I have some other cool projects in the works, though!
That is intended; here's a useful option to pair with that:
Inside of the "Set App to Capture Hotkeys," one could select their animation software, and that way it only listens for the global spacebar hotkey when their animation software is selected; or one could select the animation buddy app to disable the unfocused hotkeys entirely. (The reason that this exists and hotkeys happen when the window is unfocused is so Animation Buddy has the capability to synchronize with hotkeys of animation programs).
If it's still annoying after trying this option, let me know and I could update the app and add a specific option to make the spacebar hotkey specific to the window.
Also, great to hear they like it :)
Hi, I've created this tool that you can use to teach yourself shading.
It automatically generates a primitive in the chosen lighting situation with the chosen material (plastic, metal, clay), then gives you the position of the light source to let you train your ability to visualize lighting and then put it down onto a canvas. It gives you grades — overall and in the different sections (core, highlight, etc) — and allows you to analyze how you did.
The tool also has a live, automatic improvement graph, and it has a cyclical timer which allows you to quickly pick the time and get into the rhythm.
In the hundred hours I've spent programming and testing this tool, I've definitely improved and I can visualize shading un-shaded objects much better.
I'm happy to answer questions if you have any.
Apple is very aggressive in its pursuit against developers and users alike.
However, with these instructions, you can use ShadeForm on your iPad without internet.
The primary issue is that Apple will not let you open these local files in Safari. So, we must instead host a local server.
As of right now, the app "ISH" works perfectly for this.
Here is a step-by-step guide to running ShadeForm on your iPad through a local server.
1. Download ISH to your iPad: https://apps.apple.com/us/app/ish-shell/id1436902243
2. You should find "ISH" in the Locations category of your files app. If not, try running ISH at least once, then go to the Files app and tap the three dots at the top and tap "Edit Sidebar." You should be able to enable ISH as a Location.
3. Download the HTML build of ShadeForm from Itch.io to your ipad. From there, you should find it in your Files app. Tap it and it should extract the zip.
4. Drag the extracted folder of ShadeForm to the folder named "usr" in ISH.
5. Open the ISH app.
6. Type "apk add python3" into ISH
7. Type "cd /usr/" and press enter
8. Type "ls" (that's an L, not an I) and press enter. You should see the shadeform folder. If not, you did not put it in the correct location from your files app.
9. Note the name of the shadeform folder. Type "cd [NAME HERE]" then hit enter. In my case, I typed "cd ShadeForm-HTML-1.0". Pressing [TAB] while typing "Shade" should autocomplete the name if the folder is there.
10. Type "python3 -m http.server 8000". If you get the error "Address in use," instead of typing 8000, use another number like 8001 or 8002. This will start the local server.
11. Go to Safari or another web browser and go to the web address "localhost:8000" or whatever number you used in place of 8000 such as "localhost:8002"
It should run. If not, reply with any questions and what step you got stuck on.
To do this in future is simple as the main setup is complete. All you need to do is open the ISH app, navigate to /usr/ShadeForm-HTML-1.0, then run the command "python -m http.server 8000" to start the server. Then, navigate to it in your browser via the URL "localhost:8000"
If a new version of ShadeForm comes out on Itch.io, you may replace the existing ShadeForm file with the new one from your Files app.
I'll see about making a cleaner solution if there's enough demand for one; let me know if you would like one.
Having an issue with using the software?
If the FAQ below does not fix your issue, reply to this topic with your questions and I'll answer them.
FAQ:
- If your pressure sensitivity works in other software but not in Shade Form, try enabling Windows Ink.
- You may go through the tutorial again in Advanced Settings