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Orama Interactive

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A member registered Oct 01, 2018 · View creator page →

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Do you save a pxo file, or export an image? As in, do you go to File > Save (Ctrl + S), or File > Export (Ctrl + E)? The difference between saving and exporting is better explained here: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/save_and_export

If you are exporting, what type of image are you exporting? Multiple png images, a gif, a spritesheet or something else? If you can save pxo files without issue, an idea for a workaround would be to import these pxo files into the browser version and export the images from there, and they will be downloaded.

We need to have exact steps to reproduce the issue in order to help you, since the error itself does not give much information. Knowing some details about your device, such as your operating system, might be helpful as well.

Hello, does it appear when you try to save a pxo file or export an image? Or both? Error code 1 is a generic failed error which does not give much information unfortunately. It could be many things, from trying to save to a folder where you have no permission, to using characters that are not allowed in the name of the saved file. Does it happen all the time on all folders, or only at specific times?

Wow, thank you so much! We really appreciate that! :D

It is planned, but there are some issues that we need to figure out first, mostly related to the user interface and touch gestures, and right now our main focus is improving the desktop experience.

Hello! Just to clarify, are you changing your tablet driver from your tablet settings, or from Pixelorama's preferences? For tablets to work properly, the driver from Pixelorama's preferences need to match the driver you are actually using.

Apart from that, I'm afraid there is not much we can help you with. Pixelorama's entire tablet system is taken directly from Godot, so it is very possible that issues you may encounter with specific hardware are issues with Godot itself and would need to be reported there.

Hello!! Feature-wise, it's the exact same version. The Steam version benefits from some features that come naturally by Steam, such as automatic updates and achievements, but that's about it. It's mostly meant as a way for people to fund the development of the project. https://www.oramainteractive.com/Pixelorama-Docs/faq#q-what-benefits-does-the-st...

Porting the entire project to C++ would be a massive undertaking and we would lose all the benefits we get from Godot. What we can do, however, is to use C++ with GDExtension for certain algorithms to benefit from C++'s better performance. This is planned and it will eventually happen.

Thank you very much!

Interesting! Glad you fixed the issue and thank you for posting your solution!

Thank you for the feedback and for the testing! Unfortunately this is hard for us to troubleshoot because we don't own a Raspberry Pi device to test it, we rely solely on user feedback, similarly to the macOS version. Not entirely sure what is causing the layer rendering to not be working on Raspberry Pis, but we will look further into it. The most likely scenario is that this is some kind of shader or GPU/GPU driver limitation. If that is indeed the case, we may need to re-write the layer rendering code, or make a simplified version of it with less features for devices that do not support the current version.

Just to get a better idea of shader support, do the image effects work when you try to apply them? (More info on image effects here: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/image_effects)

Hello, thank for letting us know of the issue! This is indeed a bug in the latest version. We managed to fix this just now, and the fix will be available in the next stable version. If you'd like to use the current development version now with the fix, you can download a Nightly version temporarily, until the next stable is out: https://nightly.link/Orama-Interactive/Pixelorama/workflows/dev-desktop-builds/m...

Apologies for the trouble caused.

You're welcome! And yeah, it is mentioned here: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/Import#importing-as...

But basically all you have to do is drag and drop the aseprite file into Pixelorama's window.

Thank you so much, hope you will enjoy the changes! :)

Hello, we want to but it's not that simple at the moment. https://github.com/Orama-Interactive/Pixelorama/issues/1206#issuecomment-2762336...

Hello, thank you for the comment! The short answer is that it probably will not happen in the near future. For a slightly longer answer, see our FAQ: https://www.oramainteractive.com/Pixelorama-Docs/faq#q-will-pixelorama-ever-beco...

Thank you! We do have an official flatpak that is maintained by us here: https://flathub.org/apps/com.orama_interactive.Pixelorama

Hello, thanks for reporting. Are you referring to the Preferences window, the one found in the Edit menu?

Thank you very much! We are working on gizmos that will let you rotate selections and we were planning to have it ready for v1.1, but they have been proven quite hard to get right, so this feature has been postponed for a future version.

This is indeed a bug, we will investigate and figure out a solution. Thanks for reporting!

Hello! At the moment Pixelorama is only meant for desktops and some tablets, its UI is not very mobile friendly. We are thinking of eventually introducing some kind of Simple Mode, similar to Clip Studio Paint, which would work better for touch screens. At the moment, your best guess would be to scale the interface up from the Preferences, as Variable mentioned.

Thank you for the feedback! At the moment we are using Godot's file dialogs, which do not allow us to add thumbnails for files. In the future, we could create a custom file dialog that supports this feature. You can also enable native file dialogs, if you prefer to use the file dialogs of your operating system, but there would be no thumbnails for .pxo files, unless file explorers add support for them.

Thanks for the kind words! And yeah, this is a very good idea. Do you have any default shortcut in mind?

That is a very cute cat! Thank you so much for your support :)

Hmm this is weird. Pixelorama has controller support and it is possible to move the mouse with one of the analog sticks, but the cursor shouldn't move by itself. We'll investigate to see if it's a bug on Pixelorama's end, and perhaps we could add some kind of setting for quickly disabling gamepad input.

Thank you for the kind words!

Thank you! Rotation gizmos for selections are currently planned (and perhaps we could make a rotation or a transform tool as well), but for now flipping and rotation can be accessed by the Effects menu.

Thank you very much!

Thanks for the feedback! If we continue the game at some point, we will definitely make it easier and we will either make the levels shorter, or fill them with more content so they will be less repetitive and boring.

Thanks for the feedback! We will most likely make a post-jam update at some point and we will improve upon some things. It is intentional that the player needs to stay still in order to cast the bubble, but we will reconsider if it has to remain this way. Really appreciate you letting us know about your intuition though, we will keep your feedback in mind!

Thank you!

Thank you very much!

For future users, to prevent the user interface from dimming when opening window dialogs, you can go to the Edit menu, Preferences, and under the Interface category, turn off "Dim interface on dialog popup".

This looks great! Thank you very much, glad that you found Pixelorama useful! And, just as Variable said, you are welcome to join the splash screen event in our Discord server!

Thank you!

Hello, thank you for the feedback! As Variable already said, it is already possible to quickly deselect everything, either by going to the Selection menu and clicking on Clear, or by pressing Control + D. Same thing with inverting the selection, either Selection > Invert, or Control + I. All of the shortcuts can be changed in the Preferences. We are working on the ability to rotate selections directly, but it still needs some time to make it work properly.

Can you clarify as to what do you mean by resizing the menus? Are you referring to window dialogs, panels, or something else?

Thank you for the kind words!

Yeah I see. This feature is not planned at the moment, but it's definitely interesting and we're noting it for a future version.

Thank you, much appreciated! What quality of life features would you like to see?

Interesting idea, we will keep it in mind, thanks for the suggestion! For now, your best bet would be working with palettes. The next stable version will also feature indexed mode, so the colors of projects that use that mode will be limited to the colors of the currently selected palette.

Thank you! :D