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Deakcor

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A member registered Jun 25, 2017 · View creator page →

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Merci beaucoup, celui ci manque quand même pas mal de polish mais je m'y suis pris un peu trop tard

Merci !

Yes currently you can zoom by scrolling on the timeline, but for the next update there will be also an input so it will be more precise.

Thank you for your feedback! Godot is indeed a good choice especially for 2d, easy to use and a lot of elements to build a complete ui system. Good luck for your game dev!

It's not currently possible but indeed it could be useful. Noted for a future update, thank you

Thank you, yes I see the needs, this should be added in the future, it will be useful for sure

Hi, it's ok np I'll just delete the topic unless you can move it to the game community I'm not sure ?

Hello, it's not currently possible but it's noted for a future update, thank you

Yes it looks like there were errors while importing the file. Is it possible for me to get the file so it will be easier to debug ? (you can send privately through discord if you don't want to share here)

Thank you for the report, can I see your log file (of the session where you imported your model) located in %appdata%/pixelover/logs please ?

Yes, this will be improved in the future. For now, when importing a Blender model into PixelOver, the process involves converting it to a GLB file first (it does in the background so it's transparent for users). But you can try exporting your model as GLB from Blender, then reimporting it back into Blender to check if anything breaks during the conversion.

Thank you for the report, you are importing it as gltf/glb ? If you are reimporting the model in blender (like the exported one) it still looks fine ?

Hello, well noted, this will be added in a future update

Now it's working for latest Godot 4 version

Now updated for latest Godot 3.x and 4.x

Source code for Godot 4 added :)

Now updated

Hello, yes at least to be able to export the bones rig as an universal format as json. But it should be nice to have a pipeline for Godot too indeed. At least for godot, be able to export the image mesh with the bones weights because it's a bit painful to do that in Godot.

Hi,
I don’t think it will cause any issues, since you can export the animation as sprite sheets and limit the number of columns and rows. I’m not sure what you plan to use it for, but for battlers, for example, it should work perfectly.

I’m just not sure about the overworld sprites. If you create them from 3D models, it won’t be correct, since they usually use front, left, right, and back, while PixelOver rotates the sprites clockwise, so it would be front, left, back, right with a 90° shift. I’m not sure if you can adjust this in RPG Maker, but if you’re not using 3D models or if you want to create a separate animation for each side, it’s not a problem.

This rest and pose mode will be much improved for the next update. For now you see next to the rest and pose mode switch a menu so you can apply the rest to the current pose state.

Hello, that's a bit strange, first time I got such issue. It's not related to any shader settings (on the right panel) maybe normal map lines or depth lines activated ?

You can also check to change to "no effects" view on the bottom left of the main screen (you see a drop-down to change this)

It sounds like a bug because yes it should display correctly the depth buffer when selecting depth buffer. I'll double check this. Or there is an incompatibility with your graphic card but I would be very surprised as the normal buffer is working correctly. When changing to depth buffer it's exactly the same result than the "preview" view ?

Hi, no yet but the next update is about all the animation related improvements so it will be certainly added too

Actually I released a patch today so I also added this option under settings/interface/dialogs and multi windows need to be disabled. In order to apply the software needs to be restarted.

Hi,
Thank you for the feedback and to have find out a fix. Now it's used when using popup window and I think it's required for the file picker window (but I need to verify that). In the future it will be useful to split panels in multiple screen for example but the functionality isn't here yet.
But this can certainly be a new option in the settings if the change can be effective during runtime, I'll have a look, thank you again!

Hi, yes in the settings, under Interface tab then under Display you can change the scale (I recommend to switch to 200% to avoid the interface to be blurry)

Mostly it will be useful to create static images from these so it's less computation for 2D games, same if you want to add 3D elements in 2D games it will help.
Honestly setup bones in Godot is quite painful in PixelOver it's more straightforward. It's because Godot tools are designed to use them in a realtime game while in PixelOver they are more focused to create assets.
But yes theorically you can make everything directly in Godot. But at least if you want you can try the demo there are some example projects so you can have an overview of the functionalities.

Hi! Thank you for your feature suggestion. Yes you are right, it is currently missing the option to load presets especially for animation related properties. Adding this would be essential for saving a lot of time.
One thing which need to think about is how to make these presets adaptable, since changes like position or scale can depend on the size of the object the effect is applied to. But with good import/export system I think we can make the presets flexible enough to adjust it.
Thank you again for your feedback, I'll definitively add this feature in the roadmap.

I see in this case you can try :

To check if your GPU drivers are well up to date

If so

To "Disable full-screen optimisations" under the .exe compatibility settings

Could you try to delete this folder ? it will reset settings, remove backup files and so but it could help : C:\Users\<your username>\AppData\Roaming\PixelOver

Is it specific to a project ? Or even with a blank project you can reproduce the crash easily

Hi, could you try to update your pixelover version ? There were some fixes on the drawing tool already :

https://deakcor.itch.io/pixelover/devlog/977137/pixelover-0171-bone-system-improvements

It can be that your gpu doesn't support vulkan 1.2 version. But an user successfully fixed similar issue by "Disable full-screen optimisations" under the .exe compatibility settings, it may worth a try

Hi, thank you for the report, I'm afraid it's due to switch to vulkan renderer with an integrated GPU maybe it's not well handled. I was thinking about making a launcher or something to be able to switch the renderer but you can do it manually by typing : PixelOver.exe --rendering-method gl_compatiblity --rendering-driver opengl3

In a cmd in the folder where pixelover is located

Hi, thank you for the report, I'll check that

Hello,
1) you want the last key doesn't ease with the first one ? In this case you should disable loop of the animation, for the whole animation (the loop icon next to the play pause button) or per track by selecting a track and disable wrap.
2) Ah yes in Blender they use frames, this unit can also be used in pixelover but this doesn't change the length value, it's a point of improvement indeed.
3) No there was some limitation which prevented to be added on material level, but of course it could be very useful, this will need to be review to be added in a future update.
4) Yes, by editing the material directly in pixelover, you can check this tutorial to do so : Material editing - PixelOver Manual
Don't apologize for this, feedbacks are always useful, thank you!

Hi, maybe, but you didn't get any error message ? Maybe the model is super large so maybe you can try to scale it down to see.

Hello, thank you I'll double check the feature and let you know 

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I'm a bit surprised that it is working in unity. So on the screenshot you are using obj with MTL. When you are importing such object, a line will be written in the log in case of error, can I get the content of such log file located in %appdata%/pixelover/logs please

Hi, if I remember well the site where the game was hosted for multiplayer (and the associated game jam) went down :/