Hey, yes the issue is I think, the animation with a lot of keys have different frame duration. Maybe this could be improved in the future by introducing a time input instead of using the frames.
So yes for the moment. If all the frames have same duration, one key is created at the beginning and one at the end. Else multiple keys can be added if the frames duration differ. (I see there is a lot on the timeline maybe I could improve the amount of keys required)
Deakcor
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Hello, that's strange for the depth displacement example because of course a weak gpu can have issue to run it but yours is far enough (I have a nvidia geforce gtx 1650)
Edit: ok the depth displacement example crash for a similar reason than below, it will be fixed for the next update, thank you
Sorry about the examples, indeed the examples have been made in older versions, I check every time that all is working properly between versions but as I have the resources file on my pc I didn't see this issue. It will be fixed for the next update, thank you.
Yes because animations are created separately, I could improve that to let the user choose (ah no I double checked and the option is already available it's called "create new" should be disabled to creation in the same animation, but yes maybe it could be improved to be more intuitive). Or maybe there is improvement to put easily the images frames to the animation, I'll think about it.
Yes, when you are in the popup menu of the palette there is a button "open" you can choose any image. If the image is 1 px height and less than 256px width, it's automatically handled as a palette.
No it's not a bug, indexation work that the colors of the image matches the nearest colors of the palette. So if nothing is near the pink color, each time another color will be used. For that case you can use another palette under the menu "match indexation".
Let me know if you need more details, I'll provide you short examples with screenshots
About indexation and match indexation you can also check this tutorial : https://pixelover.io/docs/tutorials/use_indexation/
Hi, sorry it doesn't work on your pc, I didn't put the specs requirements because for cpu it should quite low like somethin with 2 cores, 2 GHz and anything with 4 cores and 3 GHz should work fine. For memory, 4 GB should be enough. Same for GPU 4 GB as long as opengl 3.3 runs on it so yours is far enough.
But I'm wondering are you on the last update (0.14.4.2) ? It enables low processor mode by default :
Else yes, I think itch.io should be able to refund you as the program doesn't work (https://itch.io/support) not sure as you get it long time ago :/
Hi JJ, thank you very much for your feature request ! Yes indeed, vector support should be very interesting. Inside PixelOver I guess it's just updating the mesh mode to handle bezier curve.
The hardest part should be the SVG import and export functionality. For the import part, I think I saw a godot plugin somewhere so I'll check this but for the export, it will be much complicated. I'm not sure the SVG format support animation natively and not sure how to handle if there is for example 3D elements in the PixelOver project we want to export.
But yes definitively I'll note that for a future update, thank you again for the interesting request like always !
Hello, about sprite sheets, so for the moment only columns number can be defined. So to have all in one row left to right, you can put the number of images in columns number. Or you can just put super high number to be sure (in case of several animations), it will be cropped to the necessary size for each sprite sheet anyway. But yes this could definitively be improved indeed.
For aseprite export, you can just choose aseprite extension and that's it :
Hi, thank you for these feedbacks and suggestions, I'll note them for future updates
- Animated frames already can be particles, there is a frames collapse. The particles run the animation with the specified fps.
- to have reduced speed at the end of particle lifetime, you should use a deceleration
- About the changes applied only when we release mouse button it was for a performance reason but maybe it's not required under a certain amount of particles, I'll make tests.