Awesome, thank you for the quick action!
I will try it out as soon as I am able :)
Cheers !
Hi again,
I found a fix for my issue : it is indeed a common problem with Godot, and appeared since multi window was introduced.
Luckily, it can be fixed via an editor setting, that can be passed on command line : --single-window
Using this in Godot editor itself is not ideal, because it prevents embedding the game in the editor, but with pixelover I really don't see any difference, I don't think that multi-window is used by pixelover.
My recommendation would be to use single window by default in pixelover builds ;)
Hope that helps, thanks again for this great tool!
So, I was able to give it a try... but bad luck, it does not work, apparently because the shader is not working with compatibility renderer.
I have this error message at startup :
SHADER ERROR: 'hint_normal_roughness_texture' is only available when using the Forward+ renderer.
and when I open a document, the view is blinking, mostly showing random white shapes that take most of the canvas.
So I'm afraid that falling back to compatibility renderer will require a bit more work ^^'
I'll try to do some experiments with Forward+ renderer on my Godot project, see if I can reproduce the issue, I still find it strange that it would cause such lags... I should also be able to test my pixelover file on another machine, to see if the results are different.
If you have other ideas or tests that I can run, let me know ;)
First of all, thank you very much for this great tool, it allows me to build and animate sprites that look pretty good with my nonexistent artistic skills, I love it!
I moved recently to 0.17, and the UI is now systematically slower, for pretty much all operations (for example renaming a node : when I click on a node name, it takes a little less than one second for the edition mode to appear)
Pixelover is still useable, but such lags are rather annoying ^^'
I am not sure how many more details I can give, I am running a recent laptop with integrated graphics card :
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Processor Intel(R) Core(TM) Ultra 7 155U 1.70 GHz
Installed RAM 32.0 GB (31.4 GB usable)
System type 64-bit operating system, x64-based processor
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This is possibly due to subtle changes after Godot 4, let me know if there is any information that could help to troubleshoot the issue.Thank you!
Awesome sprites! I am using this in a hobby project of mine, I'll make sure to give credits if it gets public someday :)
For now, here is a version with minor tweaks to the attack animation, so that the arrow is shot at head level (I needed this so that we can avoid arrows by ducking):

Maybe someone else can find it useful, enjoy :)
This is a fantastic character to start working on games, it has all of the needed animations you may need!
... well, nearly :P I wanted a roll animation, to have a dodge that can be used from the ground and also from the air (similar to Dead Cells). I could actually add it by reusing slides of other animations and editing details.
Here is the updated spritesheet if anyone else is interested (last 12 sprites) :
:
Hope that helps, enjoy!