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Pixel Vision 8

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A member registered Jun 15, 2016 · View creator page →

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Just found the problem and it's now fixed. Hope to have the new build out next week, sorry about that!

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?

Sorry

Unfortunately no, Pi support is still very low on the list. The priority is just getting the Game Creator stable, then mobile and eventually to Pi. Sorry.

Are you using the pro version or the free? I don't think XP is going to work tbh, that's a rather old OS at this point and not one that I test on.

Thanks, you can use A to start, X to Jump and C to shoot.

Sorry about that, I forgot to tag each build for their correct platform. This should be fixed now.

Thanks!

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.

Known Issues:

  • 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.

Just sent you an email, sorry about the delay. Hope that helps.

Sorry, missed this. What OS are you using? You can email me directly at makegames@pixelvision8.com and maybe I can figured out a way to troubleshooting what could be wrong?

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 makegames@pixelvision8.com and I'll take a look at what is going on. 

What version of the Game Creator are you using? I just removed the old outdated build and you should be running v0.7.9.

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 agree. It's something I am working on. Was waiting for the APIs to be finalized which is about to happen. Hoping to hit beta next month ;)

What version are you using and are you on a non-us keyboard?

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.

Good luck!

Do the colors and sprites match up 100% to what you have in the sprite.png file? You have the folder in the correct place because the button wouldn't activate if it didn't find the folder. Make sure the sprite files in the folder are divisible by 8 pixels meaning they should always be full sprite size width and height. So if you have a graphic that is 9 x 5 it will need to be 16 x 8 and match up exactly to how the sprite is laid out in the sprite png. All the sprite builder does is cut up any pngs found in the folder (like it would into 8x8 sprites for the sprites.png) and looks to see if anything similar exists in memory.

You can email me the files for me to look at if you want - makegames@pixelvision8.com.

The full documentation has been updated for Game Creator v0.7.9. There are a lot of new sections in here including how to work with Tiled, Atom and all of the tools have pages now.

I have updated the API docs for v0.7.9's APIs.

I did notice a bug in v0.7.8 where the SpriteBuilder folder path wasn't working correctly. This should be fixed in v0.7.9 which was released last night. I've been using it and can confirm it works in this latest build.

This is an untested build of the Game Creator allowing developers to test out early features going into v0.8.0a. 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 v0.7.9 to let it recreate the workspace from scratch.

  • Added support for exporting loops as wav files from the Music Editor. Loops are saved to the /Sandbox/Loops/ folder in your workspace.
  • Fixed issues with Sprite Builder crashing when generating sb-sprites.lua file.
  • Added support for changing sound effect wave type in the sound’s settings tab.
  • Fixed wrapping issues when sprites would shift one pixel up as the appeared on the left side of the screen.
  • Added a new experimental Canvas class to help with creating pixel data on the fly including drawing primitives: pen, lines, boxes and circles. Also supports fill.
  • Two new demos: Canvas demo to show off the new drawing API and a Screen Wrap Demo to show off how sprites wrap around the screen.
  • You can now delete files in the Workspace Explorer Game and Sandbox folder by selecting the file and pressing Delete on the keyboard.
  • Updated documentation covering all of the new APIs, Enums and Tools.
  • Fixed copy path button when modifying the Workspace path.
  • Music tool now saves music generator settings when exiting the tool. Settings will be cleared if you start editing a new project.
  • There were over 42 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.

Known Issues:

  • 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.

I agree, I think it's been too difficult for people to get into PV8 with all the changes. But I finished the documentation last weekend and I will be releasing it along with a few bug fixes in v0.7.9 on Friday. Moving forward will be optimizations and critical bug fixes then I'll address adding more functionality to the tools.

Thanks. I am going to work on updating all documentation for the next release. Should have that done by the end of the month. I am finally done making changes to the API, everything will be locked down in the next release!

(Edited 1 time)

This is an untested build of the Game Creator allowing developers to test out early features going into v0.8.0a. 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 v0.7.8 to let it recreate the workspace from scratch.

  • Rebuilt Workspace Explorer Tool and underlying file system from scratch. Now all of the features of the GameCreator are available from the Workspace including launching games, editing files and managing the trash.
  • Built-in art packs, demos, tools, and systems are now easier to find in the Workspace Explorer in their directories.
  • Removed DisplaySize() and OverscanBorder() from the GameChip. Replacing with a single Display() call wich optional bool for visible display size.
  • ReadProductName() and ReadVersion() are now SystemName() and SystemVersion().
  • Removed VisibleBounds() from Lua API.
  • You can now create PV8 native Vector and Rect in Lua by calling NewVector(x,y) and NewRect(x,y,w,h).
  • Gif recording is now enabled in the editor by hitting Ctrl + 3.
  • New export feature in Workspace Explorer. When in the Sandbox, click the build button to generate out a compressed game file and WebGL build. Future support for Win, Mac, and Linux coming in the next build.
  • Fixed Lua file collisions allowing you to override default Lua files in the project. If a similar named Lua file is in the game's project, it will be used instead of built-in system files.
  • Cleaned up the Lua bridges and refactored EditorBridge to be part of the RunnerService and GameEditor. These new APIs will be documented in a future build.
  • There were over 37 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.

Known Issues:

  • The new file system is untested and may not work as expected or crash the Game Creator. Please make sure to back up any projects while using this build and modifying the Workspace from inside of the Game Creator itself.
  • Restoring files from the trash has been disabled.
  • The music settings are not fully functional. They are currently not mapped to the correct values. While you can make some changes to the music generator, some settings may throw an error or have unexpected results.
  • Unable to edit the wave type for SFX settings. There is no UI for this, and it currently displays a slider which will throw an error if it is used. This will be addressed in a future build.
  • You can now keep folders in your workspace instead of .pv8 zip files. This features is experimental and may not work as expected.

I'm in the process of cleaning up the code for that and releasing it as part of the pro version. Since it was made in 72 hours it's a bit messy. 

I totally understand. There are a few included demos but I have plans to start doing tutorials once the APIs stabilize which should be in the next version. I will be doing a tutorial on how I built this game - https://pixelvision8.itch.io/reaper-boy-ld40

(Edited 1 time)

The Game Creator was designed for using external code editors. The one I use is Atom and I also have a plugin to help with auto-completing the PV8's API. You can get it from here or install it directly into the Atom editor through its settings panel.

Here is a video to help you get it up and running:

(Edited 1 time)

This is an untested build of the Game Creator allowing developers to test out early features going into v0.8.0a. 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 v0.7.7 to let it recreate the workspace from scratch.

  • All new rendering API. Under the hood, the DisplayChip has been completely rewritten. For the most part, the Drawing APIs remain the same.
  • Game saving has been implemented. Games will automatically save back to the source where they are running including archives in your Games folder.
  • Render layers have been added. You can define the number of layers the DisplayChip can support. By default, there are now six layers: background, sprite below, tilemap (cache), sprite, UI, and sprite above. See the new Tilemap demo for an example of how each layer works.
  • FontChip has been refactored and simplified. It no longer accepts a wrap param in the API. You’ll need to use the new TextUtil for wrapping and splitting text into separate lines. In Lua, use WordWrap(text, width) and SplitLines(text). The Font demo has been updated along with any other system template or demo that used word wrap previously.
  • Gif recording can be enabled by pressing Ctrl + 1. There is no cap on the length or file size of a recording so be careful. In future builds, this will be limited to 10-20 seconds.
  • Max sprite value has been moved from the DisplayChip to the SpriteChip. If do not update the value in the Chip Editor your game will remove any sprite cap.
  • You can now debug layers by calling DebugLayers(bool) in Lua. Once enabled, use keys 1-6 for turning on layers and 0 to reset.
  • UI layer has changed and is no longer persistent between frames. If you need to draw UI, you will want to push Pixel Data directly to the display on each render frame which doesn’t count against any sprite limit.
  • New sprite Unique flag for SpriteChip that when set to false will ignore optimizing sprites. This is not fully tested.
  • New Pico 8 system template. The project not only includes some specs similar to Pico 8 projects but has an API map that can be used to get some Pico 8 game running in Pixel Vision 8. Some Drawing APIs are not fully implemented so look through the pico-8-shim.Lua file in the template to see what you can and can’t do.
  • New DrawRect() API to use for clearing the screen and drawing filled rectangles to the display for UI or masking.
  • There were over 60 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.

Known Issues:

  • The music settings are not fully functional. They are currently not mapped to the correct values. While you can make some changes to the music generator, some settings may throw an error or have unexpected results.
  • Unable to edit the wave type for SFX settings. There is no UI for this, and it currently displays a slider which will throw an error if it is used. This will be addressed in a future build.
  • You can now keep folders in your workspace instead of .pv8 zip files. This features is experimental and may not work as expected.

In the settings you can mute the system volume which also affects the boot up sounds. I have been thinking about shortening the sound but maybe I can add an option to the bios in a future build.

I pushed a new update to fix an issue with the Data folder bundled with the exe. Try re-downloading v0.7.7 and trying again.

I know I’ve been bad about updating the documentation on the experimental builds. Trying to fix that, I’ve just been holding back until the refactoring stops. Should be more stable after this release. I’m finally feeling good about where the SDK is. I’ll be sure to generate out an API list for v0.7.7 on Friday. The demos are up to date though in every build so hopefully that helps?

This should be patched now, sorry about that. Let me know if you still have any issues with the latest build.

With all the changes happening to the Game Creator, it's been hard to keep the documentation up to date. So I've just created 40 mins worth of videos showing off the Game Creator v7.6.0, how to get it set up and what each of the tools do. You can watch it at https://www.youtube.com/playlist?list=PLgPMXP3b5lzOMSJP6vA-s008CzSTFrFH_&disable_polymer=true

Hope you find it helpful when getting started!

I released a new build so please let me know if this issue has been fixed?

This is an untested build of the Game Creator allowing developers to test out early features going into v0.8.0a. 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 v0.7.6 to let it recreate the workspace from scratch.

  • The Game Creator UI was completely rebuilt from the ground up. There is a new UI framework, and a lot of the tools have been simplified to help fix issues in the workflow. You can now use the UI in your games, and there are a demo project and new system tool to show you how.
    Most of the changes are undocumented at this time. You can find example projects in the new File tool under the System tab. Each project has been updated to take advantage of changes to the PV8 API.

  • DrawSprite and DrawSprites have been changed. You no longer need to pass in a bool to flag rendering sprite data above or below the background layer. You can now pass in DrawMode.Sprite/DrawMode.SpriteAbove or DrawMode.SpriteBelow for this to work.

  • DrawTile and DrawTiles have been added as an alternative to Tile/UpdateTiles. This focuses solely on drawing tile data to the tilemap, the tilemap cache or the new UI layer. You can call DrawTile(id, c, r, mode, colorOffset) or DrawTiles(ids, c, r, w, mode, colorOffset) to use it. These APIs require the position in column and rows. It accepts DrawMode.Tile, DrawMode.TilemapCache or DrawMode.Layer.

  • There is a new UI layer designed for adding HUDs and overlays to games. The UI layer sits above the tilemap but is below sprites. You can draw pixel data, text or tiles to it by supplying DrawMode.UI as the render option. The UI layer is the exact side of the screen and does not scroll. You can clear it by calling ClearUILayer() which is not done automatically when calling RedrawDisplay.

  • PV8 archives now live in the Workspace/Games folder. The game you are editing will be stored in the Workspace/Sandbox folder. These paths are customizable in the bios but were changed to accommodate a new file system structure being implemented in a future build.

  • There is a new File Browser and Save Tool. The File Browser will now show you tabs for different folders inside of the workspace. The first tab will show your games, the system tab has built-in demos, and the last is for anything in the trash. Games in the trash can now be permanently deleted or restored back to the Workspace/Games folder.

  • You can now launch games in the File Browser by double-clicking on them. This allows you to play the game without having to edit it. In the save tool, double-clicking on a file will automatically open that file in the appropriate editor.

  • All of the chip settings have been moved into a central location called the Chip Editor. You can access this by going into a project’s save tool and double-clicking on the data.json file. Any changes you make here will be applied to the project. There is also a lock option which allows you to finalize the system specs and not edit them while working.

  • Creating a new game automatically moves the contents of the Workspace/Games folder into the trash. Trash is no longer automatically emptied when shutting down the Game Creator so you can restore backups of accidentally deleted projects at any time.

  • All of the tools have been migrated over to the new UI Framework and were optimized so they should load 4 to 5 times faster than before.

  • The Sprite Editor now allows you to compress your sprites and will create a new optimized sprites.cache.png file. Once this file is created, it will be used instead of the default sprite.png file. If you want to rebuild the cache, you’ll need to delete that file then re-compress the sprites.

  • Each project can now store its own SpriteBuilder folder. This allows you to keep all of the resources that belong to a game in one place but it will not count against your project’s total. Only core files are counted.

  • There is a new Tile Map editor with support for creating a Tiled friendly json file. You can do this by clicking on the Compress button in the Tilemap Editor. Once you click this, it will convert the tilemap.png file into a tilemap.json file and link up the sprites and collision flags. When you open this file in Tiled, you can make all of your changes there and anything saved will automatically be re-loaded into the game the next time you run it. The old tilemap.png file will be ignored, and this new json file will greatly speed up load times for your game.

  • There were over 180 issues resolved in this build making it the largest one to date. Now that the new UI framework is in place, updates to the Game Creator should be a lot easier. The goal is to return to updates every two weeks. You can track all of the open issues on the Github issue page and file any bugs you see there as well.

Known Issues:

  • Settings tool crashes if launched when a game isn't being edited.

  • The music settings are not fully functional. They are currently not mapped to the correct values. While you can make some changes to the music generator, some settings may throw an error or have unexpected results.

  • Unable to edit the wave type for SFX settings. There is no UI for this, and it currently displays a slider which will throw an error if it is used. This will be addressed in a future build.

  • You can now keep folders in your workspace instead of .pv8 zip files. This features is experimental and may not work as expected.