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JJHaggar

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A member registered Jan 04, 2015 · View creator page →

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So cool! Today's my birthday, so this felt like a great present, thank you so much! ^^

What the title says.  Can we get a Steam key if we buy Pixelmash here in itchio? :)

Thanks for playing, I'm glad you liked it! ^^

Thanks for the fast answers! :)

- So, no plans either for adding cyrillic? Or maybe they could be added in the future?

- I'm afraid that the license is not 100% clear about the question I asked (or at least I am not capable of being 100% sure after reading it ^^U), but for what I think I understood, if I want to use one of the fonts in my game, but I want to alter it a bit to better fit the game, I can do that, am I wrong? (as long as I'm just doing that to use the modified font in my game, and not modifying it to resell the fonts)

Thanks again for your help! ^^

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I'm interested in this! :D

A couple of questions: 
- Do the fonts have, or do you plan to add, Cyrillic character support?
- What's the license? I mean, if I buy the pack, could I modify any font for it to better fit in my game?
Are there any plans for including Asian fonts?

Great job! :D

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Thank you so much! I'm happy you liked the idea! ^^

I'll admit I wasn't too knowledgeable about SVG animations, but wanting to help, I asked GPT-4 for help XD

From what I've understood, it seems that SVG and SMIL are the best choice for vector animations! So, SVG is basically an XML format made for scalable vector graphics, and SMIL is an XML language for synchronizing and animating multimedia.

It seems that SVG combined with SMIL allows for a wide variety of animations, not only the basic ones (movement, rotation, scaling, color), but even path animations where you can move individual points (for shape animations and the like) :D


Here are some resources I gathered on the topic:


Additionally, I found some open-source tools that might be of interest (though the licenses might not be fully compatible, someone from these communities might be able to help, or they could provide some inspiration):


I hope this info comes in handy when you dive into this feature in the future! :)

Hi Deakcor! Hope you're doing well! Here I am with another idea! :D


I've been diving into some pixel art tools lately and stumbled upon something cool in PixelMash that I think could be super neat in PixelOver. Vector drawing and animation capabilities, then transformed to pixel art!

I saw it in PixelMash and I was thinking it might resonate with not just pixel artists animators like me, but other (Vector/Flash/Adobe Animate) animators too ^_^

PixelOver is much better, no doubt about that, but the simplicity of PixelMash and a couple of its features (like vectors and text) caught my eye. Might be worth checking out their UI and some features for a bit of inspiration. 

PixelMash's vector editing screenshot:

    PixelMash's video about this feature:

PixelMash's site: https://nevercenter.com/pixelmash/ (it's got a free trial of a week I think)


Summing up, the requested features would be the following:

  • Vector importing / exporting (SVG)
  • Vector drawing / editing
  • Vector animation


Also, here's some links I found about vectors in Godot, in case it helps:


Oh, and I remember some folks on the forum mentioning vectors a while back. Here are the chats:


Thanks for always listening and being awesome. Looking forward to more cool stuff from PixelOver! ^_^

Cheers,
JJ

What kind of plugins/extensions do you have in mind? (I'm super curious now)

:D

Hi there! :D

I'd like to suggest a feature:  Importing sprites from a sprite sheet just by clicking on the sprite, like you can watch on this video (minute 2:35): https://www.youtube.com/watch?v=A94-b6yDR4g&t=155s (I suppose they do it by detecting the transparent color to know what's part of the sprite and what isn't). 

They also give the option of "drawing a rectangle" to select the sprite, this is in case the sprite you want to load has separated parts. You can watch it here (minute 1:10):  https://www.youtube.com/watch?v=PHgzZT6IuGU&t=70s

A "sprite sheet importer window" (like the one on the video) could be a intuituve way to present the feature :)

Another QOL options that you could maybe also implement into PixelOver would be:

- Choose manually the transparent color (that's for when you have a spritesheet which bg color is not transparent)

- Let the user choose if the imported sprites will be new image layers or a new animation.

- Let the user select the pivot placement of the image from there.

- Auto- Import all sprites in spritesheet (based on transparent colors, so no sprites with separated parts)

- Auto- Import all sprites in a selected region (selection created by drawing a rectangle) of the spritesheet (based on transparent colors)

And that would be all, I think. I hope you like the idea! ^^

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Hey, thanks! I like having most of my software on Steam because of the updates! :D

I got my key, but it seems it's still unreleased on Steam (I'm in no hurry, I just wanted to let you know, in case there was some confussion when hitting the "release" button).

I'm glad you like it! ^^
It's pretty linear. It's much more like Castlevanias from NES. You would only have to backtrack a bit if you want to get the achievement in which you kill all enemies (but achievements are for Steam, so I don't think that's a problem here ^^).

That's great, thanks! I've just bought it! ^^

Hi! This looks like a really nice pixel art program! :D

I read that you are going to release it on Steam also, is that true? If you release it there, will you give a Steam key to the people who bought it here? I was going to buy it here now, but I really like having my software on Steam, since the auto update feature is super convenient ^_^

That's not a bug, is a feature! :D XD

You should let game breakers enjoy a happy ending! XD

Not any one in particular, I'd just like to have some of them to be able to test them (apart from the emulators I don't know any other software that let you choose many pixel art scaling algorithms, so I cannot really experiment with them).

This's a very low priority request though. I'm already superhappy with having omniscale and nearest neighbour in PixelOver :)

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I was going to open another thread to ask for pixel art scaling options, but I had a "deja vu", so I searched here, and yeah, as usual, you made what I wanted even before I knew it XD

I have been trying the omniscale option to scale up pixel art and it's amazing! :D 

Why are you not telling people that PixelOver have this feature on the main page? Seriously, this is great! :D

Having said that, would it be possible in the future to add also some other scaling algorithms? Not all of them act the same and some ones could be better for certain specific art than others. Maybe you could use even Rotsprite (even if it's not a real time algorithm, you could put a warning maybe?).

Just in case it's useful, some examples and interesting info here (you'd probably know them already though):
https://en.wikipedia.org/wiki/Pixel-art_scaling_algorithms

https://www.datagenetics.com/blog/december32013/index.html

Edit: I have just seen it, you have it announced on the main page with "Transformation/Deformation. Stay pixel-perfect when rescale, rotate or deform an object.". Nice ^^

I'd love seeing this game on Steam (I only play my games on Steam, yeah, it sounds crazy but that's how it is XD), is there still any possibility for a Steam release? :)

That would be neat! :D

As a workaround right now, If I need to use different blending modes I export each layer, then import them in aseprite, change the layers modes and export it again, but having that integrated in PixelOver would be much easier ^^

Is it going to be released on Steam?

Thanks for your help! :D

At first I wasn't able to do it even with your help though, I'm such a noob ^^U

I imported an image as plane, but I didn't even know where to look for that BSDF

But I finally found it (it was in the "shading workspace", which now that I think about it, makes sense XD), so I replaced the node with yours and here is the result! :D


Yay! Thanks a lot! ^^/

It seems I cannot get SUStino demo to work (I'm *very* noob at using Blender, though ^^U)

When I render an image (using Blender 3.0.1), I just get this:

Should I do something else before rendering to get another result?

Thanks in advance ^^/

Thanks for sharing SUStino! ^o^
It seems like the download doesn't work right now, though :o

You know what could be really cool? Releasing this also as a free game in Steam, with achievements for completing the lessons! :D

Thanks a lot! ^^

About the music, I didn't read correctly the changelog and I thought the music was for the current build XD

Looking forward for the next updates! :D

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Since I liked the 1st version I decided to try the new release :)

I reached the second map. Then I learnt "query" and used it to ask several things (to that same encounter and also the shy fairy, who taught me "flee"). Then I encountered a small mushroom, and asked them about "you", and after saying their name and that they wouldn't lose to me, the game crashed :(

I tried typing 'resume' in the console, but I was not able to to continue.

Also, I saw there is a new option "Load Game", but how can I save a game?

P.S: I didn't hear the music. Is the .exe an older version?

No problem at all! Thanks a lot for creating and constantly improving this great software! ^^

I am relatively new to picross games, but I enjoyed it a lot! :D

Some ideas/opinions:

-You should probably add an options menu to let the player disable completely the wobbly/colored text.

-I couldn't use the buff because the game finished too soon XD Does it affect the smallCure too? By the description it seemed it woould only change the attack.

-This needs music. I'm glad you are planning to add it :)

Please continue with your good work! :D I would love buying this game on Steam (you could probably release it on early acces).

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Hi! ^^ Here's the annoying "suggestions guy" again! XD

This time I would like to suggest... Possibility of using several bones to manipulate a single image, using weights.

For this, you probably would need creating and adding a mesh to an image so we can add the bones and weights, and deform it with the bones.

The weights could be added manually or automatically (it would be a good idea to let the users edit them later, though). They could be represented by colors, like in the following (Unity) example.



I'll add a pair of examples that you can test freely (there are also some paid options, but these two are good enough).

Anima2D on Unity (free for personal use):

https://forum.unity.com/threads/wip-anima2d-2d-skeletal-animation-system.346691/

https://learn.unity.com/tutorial/rigging-a-sprite-with-the-2d-animation-package

DragonBones (free, open source):

https://docs.egret.com/dragonbones/en/docs/dbPro/advancedFeatures/skinWeights

http://dragonbones.effecthub.com/asdoc/V2/dragonBones/class-list.html

Not sure if PixelOver could somehow make a symbiosis with DragonBones or something like that, but I'll just copy these links here, just in case they :)

https://github.com/DragonBones

https://github.com/DragonBones/gddragonbones (Godot plugin)

I hope you like the idea. The work behind looks a bit daunting, but it would be an amazing feature! :)

Oh, cool, thanks! ^^

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Hi again! :D

This one is hard to explain, so I've made a video.

As my English speaking is probably not very good, I add here what I spoke in the video:

"If I try making a looping animation for the white box, and the keyframes I make are on the zero second and in the middle of the time duration, everything's fine. I don't even need to add a frame at the end of the time for it to loop, which is really nice. But if I try to make another similar animation with a bit of delay, I cannot make it to loop like the first one."

So, my suggestion would be adding a loop option for each track. If checked, it would make the animations to loop seamlessly :)

A way for make it work could be that the program would "create invisible keyframes", those keyframes would be outside of the timeline. In my example, for the blue box, it would create a keyframe "X Position = 50px" at -0.3 seconds and another one "X Position = -50px" at 1.02 seconds.

I hope it makes sense, and I hope you like the idea! :)

Thanks a lot! You are the best, man! ^^

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When I tried making an animation I felt the need to use some keyboard shortcuts that have not yet been implemented, such as "move to the previous/next frame", "move to the previous/next key frame", "play/stop/pause animation", "copy/paste selected frames" etc. So I would like to suggest 2 related new features:

1) More Keyboard Shortcuts. In my personal case for animation, but maybe other users find that some other shortcuts are missing and would like to suggest them (people, please write the ones that you want answering to this post, so we'll have them all together in a list in here ^^)

2) A Keyboard Shortcut Window that allows searching and rebinding them. This would easily allow the users finding shortcuts that they wouldn't even know they existed otherwise, and also changing them to their personal preferences. You can find a really nice example of this in Aseprite (and/or LibreSprite) in "Edit>Keyboard Shortcuts", as shown in the following screenshot.


Just in case it helps :)

.ASE file format:
https://github.com/aseprite/aseprite/blob/main/docs/ase-file-specs.md

.PSD file format:
https://www.fileformat.info/format/psd/egff.htm

https://github.com/layervault/psd.rb/wiki/Anatomy-of-a-PSD-File

https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/

If you could make PixelOver able to import/export .ase and .psd files, that would be amazing :)

Right now there are lots of Aseprite users which also use Photoshop (or similar software that can use psd files) struggling with their workflows due to the current impossibility to convert from/to these two filetypes.

Thanks! I'm glad to help! ^^