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Kenney

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A member registered Feb 16, 2014 · View creator page →

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You can follow progress on our Discord channel, https://pixeland.io/discord. The blaster parts were not lost.

Short but incredibly sweet game, loved it!

I would be open to releasing on Steam once the stable version of 2.0 has been released.

Unfortunately the data couldn't be recovered but already working on getting a new preview version out, I'd suggest checking our Discord channel (#assetforge) for updates. https://pixeland.io/discord

I completely understand Jay! The best thing to do and to get (nearly) daily news is join our Discord server and look at the #assetforge channel. I've very recently been putting a lot of hours in and plans are to release an early preview version of 2.0 just to cover the gap of the full release. See you there (?) https://pixeland.io/discord

Yep we're aware of this issue, will be fixed in the new release.

I'm not sure what you're asking for, sorry.

Hey! An issue might be that your model contains groups or nodes, is everything a single mesh on the rood of your projectfile in Blender? Did you also include the MTL file with your OBJ?

Unfortunately no data could be recovered, at all. I'm hard at work re-recreating all the code however and almost ready to publish the first development blog on that!

Sorry you're encountering this issue, it does indeed seem (like you've mentioned) that it somehow looks in the wrong folder. I'm not too familiar with Mac OS and Linux as a whole so any issues there take a lot of time for me to figure out and fix - hah! For the 2.0 I'll make sure to get some Mac OS and Linux testing folks on the team to make sure that everything works flawlessly.

It took me a while to make them properly work in Unity especially, so hope they're useful :)

Yep! Keep an eye on https://kenney.itch.io/assetforge/devlog, that's where I'll post development blogs along the way. As you can read there I've lost some progress which delayed the 2.0 update unfortunately.

Heya! Thanks for the suggestions, you're indeed right most is already planned for Asset Forge 2.0;

  • Indeed, a dropdown menu has been added and will be in version 2.0.
  • We've done some optimizing which makes it possible to create bigger models, the maximum zoom will be much farther away.
  • Yep, locking and unlocking as well as hiding/unhiding are both features in 2.0
  • Grouping too, copy/paste too. Still looking into exporting options for groups.

Hey! It's indeed a planned feature for the next release, I can't give an ETA though :( I've recently lost my hard drive due to a failure inside the disks which means I lost a lot of progress. I'm working as quick as I can and I'll keep everyone updated on the progress, I can however not give an ETA.

Sorry, that's what I meant. Because the building blocks are public domain a creation using the blocks would be too, unless you decide otherwise on your own creation. I'll always compare blocks in Asset Forge to brushes in Photoshop, the art you create isn't Adobe's (me) property but your own.

Unfortunately not, they couldn't recover any idea. No worries though, I already started working on it again and making good progress - I'll keep everything updated ofcourse!

Hey! I completely agree with you, non-native file managers are the spawn of the devil.

I've got little choice though, because Asset Forge is also available on Linux which doesn't have a native file browser I have to create my own and use it across all platforms. If I'd support the native file browser on Mac and Windows it means that I'd have two code bases which would slow down development and be prone for bugs.

I will look into this however, because again, I completely agree with you and we should all blame that darn Linux.

They're not active yet in the current version, later on new features will be introduced and those buttons will get available.

Probably not, the program would never work perfectly with characters so I don't think it'll fit.

Nope, there's no built-in blocks available to create characters unfortunately.

Yep, in the future there will be both on-site and off-site back-ups.

Usually I use GitHub, although the project wasn't added to the usual GIT.

Hah for sure! I've upgraded my cloud storage to 1TB, made sure GitHub is properly set-up for all projects and once the recovery disk comes back I'll set-up a RAID with two new drives with a monthly back-up to an off-site drive.

Hey! My assets aren't directly compatible with Asset Forge yet, you'll have to edit them using Blender or other software. Asset Forge 2.0 (free update) will fix this though, and make sure they're all directly compatible. Sorry for this.

Glad to hear a restart fixed the issue!

Hey Harry, sorry to hear you're having problems. Have you tried going into the configuration of Asset Forge and setting the editor quality to 'low'? It doesn't affect exports.

This might be an issue related to the model viewer you're using, there's a large chance it might be missing functionality to display multiple textures and materials per model. We only officially support game engines.

Version 2.0 will have a brand new gizmo which allows for free rotation and scaling, as well as movement along planes.

Version 2.0 will have a dropdown list instead of swapping left/right buttons.

Currently these aren't directly compatible, working on fixing this in future versions but for now they aren't compatible without some tinkering in 3D modeling software yourself. https://itch.io/t/96123/creating-custom-blocks

Nope, when using multiple textures in an Asset Forge model it'll export multiple texture files - there's no option to combine them.

So the direction is pretty clear, just like it is now it'll keep being a simple editor for assets. All assets? Certainly not, there will always be limitations especially when trying to keep the interface easy to learn and use. Characters won't be supported, animations won't be supported.

There's already a Mac OS version available, as well as Linux.

Thanks! Yeah having the development open allows me to gather feature requests from users along the way.

Yes, this is already a future. You can only make models using blocks, this is not a complete modeling tool.

Great! :D me too.

At this moment I can't confirm that this will be an option, it depends a bit on how the code will be done. It's a good idea though and I will certainly consider it.

Thanks, good to hear :)