Yes, you are free to do what you like with any game you create with the tools.
Pixel Vision 8
Recent community posts
Hi, I just checked the discord link and it appears to work. Do you have an account? That being said I still need to get around to cleaning up the text editor. It's very basic right now and the best solution is to use Atom or another external editor. In the manual it shows how to configure the Atom plugin so you can get code hinting. A full code editor for PV8 will be in later this year.
As for Make, Draw and Tune I hope to correct that in the next release. It was a bit confusing and I am going to make these actual software packages you install into PV8 so you can configure it how you want. That means there will just be a single version of PV8 to simplify the confusion around each of the different builds right now.
Finally, I'm working on more documentation and tutorials. Hope to keep rolling them out each month with new releases but I've been doing a lot of work on cleaning up the new runner and make the OS easier to install so you'll have to hang on a little longer while I work through all of these changes.
You can also make PV8 games with C# but you'll need to compile it from the source code on Github. That being said Lua is a relatively easy language to pick up and is common in Fantasy Consoles as well as games that let users script. There are lots of tutorials online for it but when I have some more time I'll do an intro do Lua to help new developers using PV8.
If you sign up for a free membership to the Fantasy Console Club you can gain access to the PV8 tutorials - https://www.pixelvision8.com/free-tutorials. I'm in the process of updating them with each release and I'll be including some more documentation with the PV8 downloads here on itch.
Sorry, I've been rather busy getting the new build ready. That being said the current version doesn't have export options right now. I had to remove them so I can clean up the way they work. Next month I plan on adding that back in and have some future plans to let people upload and download games online through Pixel Vision 8: Make itself. But that will probably be live later this year.
Pixel Vision Make contains all of the tools. Draw and Tune are one-off builds that only contain the tools you need for making pixel art or chiptune sound effect and music. They are for people that don't want to make full PV8 games but still want to use some of the tools for their games.
Yes, you can create a .pv8 file for you game that others can play in the Game Creator and there are some experimental export options such as HTML5 and Desktop. I'll be revamping this system in the future but all PV8 games are just zips so you can easily peak inside and see how they work too.
I just tested this out and it looks like the Workspace/Libs folder is not working correctly. I will fix this for the next release. Thanks for the heads up. My plan is to also create a way to include any used lua files from the lib folder as part of the build process too so you can export everything you need to run a game in one command.
I'm not sure how it works on Itch.io but you should probably try to get a refund. I don't know many games or tools that are designed for XP at this point and it won't be possible for me to get the Game Creator Pro to work on it. Do you not have a more modern computer/OS to run it on?
This is a stable build of the Game Creator marking the first beta release of Pixel Vision 8. Make sure to backup your workspace before using. For this update, you should create an entirely new Workspace folder. Find the default location and remove the old bios and core workspace, then start up v0.8.0 to let it recreate the workspace from scratch.
- Rebuilt import/export logic to better supporting single threaded parsing so the UI won’t lock up when performing a complex task.
- Fixed issue where save data for tools required Game Creator to run as admin on Windows. Tool save data is now located in the Workspace/Tmp folder during a user’s session and deleted when the Game Creator is shut down.
- Added an experimental Pico 8 importer. Supportings sprites, tilemap and copying over lua code. Will automatically create a Pico 8 template from a .p8 file in the game directory similar to how systems and art packs are handled.
- Added new Arduboy system template.
- Optimized GameChip API to better support new drawing API and to make all calls more consistent across the framework.
- Fixes to sound effect and music tools.
- Support for exporting music files to .wav. Exporting a song will go to the Workspace/Sandbox/Loops folder.
- Fixed bug with DrawSpriteBlock to support correct number of sprite columns.
- Added support for switching between layers in Tilemap Editor tool.
- Added new tile-color-offset.json file to change the color offset of tiles in the tilemap.
- Save settings from Song Generator between screens. Leverages the new built in tool saving feature.
- Fixed input fields that displayed -1.
- Added support for customizing mask color. By default any color set to #FF00FF will be ignore by the importer.
- There were over 91 issues resolved in this build. You can track all of the open issues on the Github issue page and file any bugs you see there as well.
- Restoring files from the trash has been disabled.
- You can now keep folders in your workspace instead of .pv8 zip files. This features is experimental and may not work as expected.
Can you please explain what blocking on the presentation means? You can email me a photo or video so I can see what is going on? The other thing you can do is open up the Game Creator, then go to your workspace folder and copy the log file in the Tmp folder. That should also explain any issues that are keeping the software from launching.
Some things to keep in mind:
- You're sprites.png file needs to use the same colors as the colors.png file or they won't be correctly parsed. You can verify they are loading by looking at the sprite preview tool.
- For the sprite builder to work, make sure each sprite (larger than 8x8) is still a multiple of the regular sprites. So if you are using 16x16 sprites, your individual .png files need to match the sprite size in order for it to be cut out correctly.
- You can check out the Space Ranger asset pack to see how it should be set up. It even shows off how to groups sprites in multiple folders.
- There were some minor bugs in the last build. The next release has a rebuilt sprite parser that is now shared between the sprite importer and the sprite builder so moving forward there shouldn't be an strange edge cases where sprites aren't correctly found in the sprite builder.
If you still run into problems, you send me a copy of your project to firstname.lastname@example.org and I'll take a look at what is going on.
Hi, sorry I missed this. It looks like you are running the older version. I have taken that down and now there should only be v0.7.9 on the itch site. This will be in line with the documentation and the google videos. Hope that helps.
Eventually I'll get turn the default text editor into something more robust with code highlighting but for now it's just there for previewing and doing minor edits. My suggestion is to use an external text editor like Atom, there is an auto-complete plugin for it as well - https://pixelvision8.gitbooks.io/game-creator-instruction-manual/content/Externa...
You can also use Tiled for tilemap since the current map editor is still rather basic as well - https://pixelvision8.gitbooks.io/game-creator-instruction-manual/content/Externa...
Hope that helps!
I believe I only added the esc feature to the experimental build. The next stable build will be out in a couple of weeks. Right now the "experimental" build has all of the latest features and updated documentation. I'd suggest using that for now.
I built the workflow around PhotoShop which has a great image slice features from the old Web days. Check out the Space Ranger Artpack to see how I organized that one and get an idea of the workflow. Once you figure it out, it's a huge time saver for working with bigger sprites.
Glad it worked out. It's a bit confusing. The docs just scratch the surface of what you can do with it but at its core it's just a simple tool to help you match up larger png files with the smaller sprites that are cut out when importing the sprite.png file. They have to match up exactly and be in grids of 8x8 to work.