Recent community posts
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! ^^
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 ^^).
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 ^_^
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 :)
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):
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 ^^
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 ^^
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 ^^/
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?
I am relatively new to picross games, but I enjoyed it a lot! :D
-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).
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):
DragonBones (free, open source):
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/gddragonbones (Godot plugin)
I hope you like the idea. The work behind looks a bit daunting, but it would be an amazing feature! :)
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! :)
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:
.PSD file format:
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.
Hi again! :)
I have ideas for two features in the "Open" and "Save" menus, they are related to each other so I thought it's better to explain them together:
1) An option to open the selected o the current directory in the system file explorer. I find myself wanting to open the folder where I stored the pixelover project and this would save several clicks :)
2) An option to add the selected or the current directory to a list of "Favourites". This would be a nice addition in case you are working on several projects and don't want to worry about the "recent files list" forgetting any of them.
I hope I'm not too annoying for asking for so many features XD I'm super happy with the program and just want to help with (hopely useful) ideas ^^
Oh, this feature didn't even cross my mind, but it would be totally amazing! :D
The only thing that I think the program is lacking a bit is the ease of handling the timeline when the complexity of the animations increases (it can be pretty hard when you have several things moving around).
For the next release Deakcor has improved this a little by letting the user to decrease the line space (this way the timeline space can double the info contained in the same vertical space), but the use of "objects" having each one its own timeline (in the style of "Flash" movieclip symbols), would be a real game changer! :D
I think there is too much vertical wasted space between rows, you could show double the info using the same space. Right now each row uses 28 pixels, but they could use just 14:
On the other hand, maybe some people think different and my suggestion would make them feel like it's too cramped, so maybe you could add one option for "vertical padding" in the Settings Window. Or if you want to use a lot of fine tunning, you could add several options, one for each part of the UI (not sure if it's worth the extraeffort though) Something like this:
Aaaand I have just realized I should probably have asked this in Discord XD Well, anyway I'll put over there a link to this topic ^^
As always, thank you very much for this great program! :D
Puede que el tema acabe siendo alguna referencia al lore del canal como hizo Guinxu (¿batidos? ¿palomas? ¿Alf Jonathan? XD), pero sospecho que Alva nos sorprenderá con alguna idea que no nos esperamos :)
I am not sure if this should be a feature request or a bug report, I hope it is in the right place ^^U
The bones property "Transform > Length" doesn't seem to affect the image when it's changed. I would expect it to affect the image when it grows, the same it does when the bone is rotated or moved.
Also, I would like to ask you if you have in mind to add another property called "Transform > thickness" (for example) so the bones can enlarge the image in both length and width.