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