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Kronbits

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A member registered Oct 13, 2014 · View creator page โ†’

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Better do own music or use some free music / CC0 license or any other you bought or similar better.

No idea about batch limit, maybe none, i tested with around 60 files and worked, just needs time.

Whats the problem? . You tested in WIndow and Fullscreen mode? Press "F" to go to fullscreen and try to export.

If the problem is related to the size(MB) and when you try to save the pic the word "download" appears in the name is due chrome is limited a 1.5mb per image. To avoid this use the "Batch export" just load the unique image you want to avoid this chromium limitation.

If not one of this cases, please attach a screenshot or a link to some video or how to reproduce the error/bug.

The Particles pack with near 700 sprites are uploaded.

Use the sprites with the black background, they are to mean to be used with "additive". In other way like some smoke, stars,etc... they come in transparent .pngs.

About the slowdown on the laptop, be sure you are using the main GPU and not the motherboard one, we had the similar issue with other guy. Don't know how he fixed, but take a look if the GPU is working a 99% and which one is in case of have more than one.

The curves on timeline i think is a bug XD

You can use free assets available for personal/commercial projects, but you can't use assets from the original game, due they have copyright. 

In your game need to be inspired, with another name tittle,etc... as the official page says.

The assets have to be done from scratch.

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Thanks! we will take a look to that bug! ;)

Hi, i'm gonna answer some of your questions:

1.- This one seems to be related with the "Pre-Frames" render option. Try to change for 10,20 or whatever to see if that fixes the problem.

2.-  Yep, basic shapes is just for that if you want more control you have to use custom sprites. Add X/Y scaling on basic shapes will see.

3.- Manual rendering is to create some effect and then pick and move the emitters to create movements with  more freedom.

The .gif export is still a wip, we have to solve that blank frames.

About the +500 Sprites is my fault, just changed the desing and forgot to upload the zip with all them , btw, actually are close to 700 sprites. I'm gonna upload what i have now, and sorry for the incovenience.

The other technical question  CodeManu will reply you soon.

I see, i think in some older version there was a way to set negative values to change the rotation directions but now is not possible, even with right click to set manually is not working, or maybe i missunderstood. We will check that, thanks for the feedback! ;)

Set MidLife and Death Emit to none. Is aminor bug that the loaded examples have that set to 0 instead none, so makes the particles enter in a loop  so never dies.

Just set to "none" in both sliders. This sliders makes on die create another from emiter X.

Midlife and death emitters are already in 1.1.3 and if all works well timelines can be added in the next version/s ;)

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Try this method here, that adds some "winetrick" lines  that seems to add d3d support
https://itch.io/t/268872/running-pixel-fx-designer-on-mac-with-wineskin

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For anyone who wants to try on a stable version of macos :

brew install wine

brew install winetricks

winetricks corefonts

winetricks d3dcompiler_43 <-- if d3d error

WINEARCH=win64 WINEPREFIX=~/.wine64 winecfg
WINEPREFIX=~/.wine64 wine Pixel\ FX\ Designer.exe

--> Should works

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This process has been made by @DelgadoRenaud . He already have working PixelFX on his Mac using VMware. Now he got working with wineskin. So if you want to test here are the steps. If you have any doubt contact him via twitter.

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For anyone who wants to try on a stable version of macos :

brew install wine
brew install winetricks

winetricks corefonts
winetricks d3dcompiler_43 <-- if d3d error

WINEARCH=win64 WINEPREFIX=~/.wine64 winecfg
WINEPREFIX=~/.wine64 wine Pixel\ FX\ Designer.exe

--> Should works

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We are working on it ;)

Hi, this was the last price increase to fit with all the stuff is coming up. And the idea is keep to $29.95 for a while, then do some special offers on december and decrease the price constantly on next year. This are our actual plans.

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No matter how much the price increases. If you bought when it was $5 , no matter future updates or price increase, you still can download the article, any files at any time. In the moment the purchase is done the article is linked to your itchio account.

If you lost the email, forgot the donwload links or similar go to the PixelFX page, click on buy and click at the bottom on says "I already paid for this":


Follow the instructions and add your email in which the purchase was done and you will receive an email from itchio with all the purchases associated to that email that should include "PixelFX Designer".

Yep i know, i added in the palette folders of pixatool an optimized paloettes of all that games in 192 colors, there is no really a big differnce and you can still get nice results. The 256 is hard due some GPU limitations that makes that if i allow 256 in some machines the tool not starts or crashes on startup :(

The image is adapted to the new pixelate W and H you set., thats why it moves. You can drag/drop the image or double click in the image to set to center again.

The zoom in-out is just for view purposes. When you export the image the zoom is set to 1:1. Also if the image is 512x512 and you set pixelate WH to 4, the image exported will be 128x128, due 512/4=128 that are the real pixels and is made in this way due people want export the image at real pixels to use in their game as textures or whatever, instead of export at 512x512 with the pixelation and do in PSP another resize to get the 1:1 pixels.

About ascii in my case works perfect, Win7 64bits. Can you do a gif of what is happening to you?

Be in mind the video import only works with the 1.35 version that have the old interface of the tool.

If you are in the 1.35 version, be sure the .webm version is VP8 and no VP9.

Not at the moment sorry, maybe i will release some pack with all this prototypes, will see.

Oh! sorry, i just uploaded it! ;)

Hi, i uploaded a 1.56 version that should have the C64 palette fixed, let me know.

What SO are you using?

No color picker in this version since you can load any external palete colors to be used. The drag&drop image should work. Also clicking in the image two times place it to the center ยฟ?.

Using zoom changes how the image looks because all the effects, palette and shaders are applied to the actual image dimesions.

About th C64  mmm works correct to me ยฟ? What is the color needs to be added and which color needs to be removed ยฟ?

Yep, on 1.55 you can load external palettes, until 192 colors or create news selection one slot and changing the slider values.

Oh! You mean only 2 colors. Then go to palette tab and in the palette slider select the Black&White. Or in the palette slots in the top add the black and white color and press "set".

Go to Color and set Saturation to 0 so you will get that Black/White effects.

Well, not was an outline, was a "toon effect" that creates a black ouline also inside the image that i remove it at the end due some times in some GPUs is glitched :(

Only using 16 bits, with palette the alpha/transparency is lost. One trick is having this in mind prepare the image before use the tool so you can erase the color around easily.

Hey! yes no problem!, as far as i know palettes not have copyright, or in my case my matriax8c and 128c not have. So go ahead. My twitter is @DavitMasia in case you have any more doubts.

Yes the tool is made with construct.

NES and Gameboy palettes are added by default in the palette tab on palette slider name, btw you can always load external palettes until 192 colors in .pal format.

What i do is just add the images i gonna work in some pixa folder. Will try to see how to improve that.

Yes sure, are under CC0 license. You can use them for personal/Commercial projects ;)

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1.- Press right mouse button on the slider number, this one will start to blink, then set the number you want and press enter. Be in mind there is max and min values if you reach them will be set to their ones.

2.- I will have in mind. Or maybe just delete that action due runs on window you can always click on the close button of the window. Will see.

3.- Go to "Palette" tab in the leftbar. THen there is a "Palette" slider with all the retro palettes . CPC is number 3.

4.- The steps in erosion is how much iterations. Set intensity to 100 and play with step values and you will se perfectly what it does.

Btw, here is a Erosion text tutorial:

https://kronbits.itch.io/pixatool/devlog/14593/tutorial-pixatool-erosion-dilatio...

EDIT: Also in the Info tab you have some tips/Trick/Hotkeys

Oh! Great! Enjoy!  :D 

Yep! With the Construct2 car movement plugin :P

When exports should be 1:1 size, and if you want resize to get the same you have to use a resize with "nearest neightbor" to avoid that blurry images. The exported version should be the same as the  pixatool version, just at 1:1. I will se what can be.

The right clik on the name resets to default and right click on the numbers gives you the option to set the values manually.

At the moment exports at 1:1. when there is some pixelation. Btw, you can always resize in PSP,etc... i changes this because in the old version all peole wanted the 1:1 export, real size pixels. But will se how cover both ways.

Not that option in this moment but maybe is possible add something that can fit with that. Will look into it ;)

Yep! just this version is a WIP, still have to add all the features in the old version. Just added some more hotkeys, the Zoom in/OUT ,etc... i guess monday will be another release.