Thank you very much! At the moment this is not possible unfortunately. We could look into implementing some sort of detaching feature to make the layers into a separate panel, but I'm not entirely sure how easy that would be to implement yet, nor how it would look as an option in the interface.
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Thank you for the kind words! You will be happy to know that in the next stable release, you will be able to import gifs without needing to rely on FFMPEG! The importing process will unfortunately be a bit slow for large gifs though because it is entirely written in GDScript, but in the future we could use C++ instead for native performance.
As for the thumbnails, there is not much we can do about that, it is up to each file manager to implement them. There is a thumbnailer for Dolphin that I made which Variable linked, but besides that I'm not sure if there is anything available at the moment.
Thank you very much! It is planned and we have been slowly making some progress. The main obstacle right now is to improve the user interface so that it works better with small touch screens. The timeline for example has a lot of buttons and it is hard to press them on a small screen. Once we make some more improvements we could release an experimental Android version to get feedback from users.
Hello, thanks for the feedback! You are right that the lack of undo/redo for palettes is frustrating, the reason there is no undo/redo is because the undo/redo system works per-project, and the palettes are global, meaning that they are shared between projects. For the system to work, we'd need some other system that could tell when the user makes a change in the project, and when they make a change in the palette, and apply the appropriate undo.
Alternatively, what we are considering right now is project palettes, palettes that are being stored inside the project files themselves, so people could share projects with each other without having to worry about sharing their palettes as well, which is very useful especially for indexed mode. Project palettes will share the same undo stack as the rest of the changes that happen in the project, so we could finally support undo/redo. This will be implemented at some point, right now we're considering what the best system would be.
Hello! If you are experiencing issues with drawing tables and you are using Windows, try changing the tablet driver from the Preferences. https://www.oramainteractive.com/Pixelorama-Docs/troubleshooting#drawing-is-very...
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?
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...
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.
Hello, we want to but it's not that simple at the moment. https://github.com/Orama-Interactive/Pixelorama/issues/1206#issuecomment-2762336...






