Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

pixelpooper

3
Posts
1
Followers
6
Following
A member registered Apr 21, 2020

Recent community posts

These are wonderful, amazing work. The packaging is a very cool touch :D

That's awesome, thanks.

Some extra minor suggestions:

- Add opacity and opacity randomness parameters for the splatter node.  A mix mode would be quite useful too.

- Add a small outline to the gradient stops in the gradient editors to make them easier to see.

- Allow zooming in and out of the node tree with Ctrl-Plus and Minus (Old dog's muscle memory)

A cool and very promising program!  Already quite stable and usable from my experience so far.

Some notes:

- Clicking and dragging on an output (or input) of a node would often drag the node around instead of creating a new connection line or removing the existing one.  Scrolling or playing around with the zoom level can solve the issue temporarily but it keeps recurring.

- From a UX standpoint - although the manual is quite thorough and that deserves praise by itself - I'd really love to see some in-app tooltips (and previews, when possible) on the various outputs of a node. 

- I'd love to have random value ranges for more parameters. UI-wise, this can be a small button next to a parameter field that when clicked will split the field into two fields- one for the minimum value and one for the max. It can be very useful to easily create variation. (e.g. in a node such as scratches it can be used to randomize the width or length of individual scratches.)

- Is there a way to set the screen rendering resolution independently of the output resolution?

-  Zooming-in in the 3d preview pane tends to make the perspective a bit extreme. Is there a way to adjust the FOV?

- Is there a way to zoom in or out  the 2d preview pane?