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Cedric Stoquer

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A member registered Apr 01, 2016 · View creator page →

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Yes, sounds made with Bleeper are free to use without any restrictions in any projects, commercial or otherwise.

For security reasons, the game is running in a sandbox environment by default (with Node integration disabled). You can disable sandbox environment from the menu > Debug > Run game in sandbox

No, gif are not supported.

The commands are Add sequence step before and Add sequence step after. You need to have the cursor inside the sequence editor (press Tab to switch from the pattern editor to the sequence editor, or click on a sequence cell).

By default these commands are bind to Shift+< and Shift+>. These shortcuts can be redefined in the settings.

To delete a sequence step, press Shift+Delete

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Unfortunately, I won’t have the time or resource to work on this. So instead, I open-sourced the file-format parser/encoder in hope that some developers can implement converters to other formats.

Source code is available on GitHub.

I also published this as an npm module.

Thanks!

Tilekit community · Created a new topic Export examples

It would be nice to also have some exported file examples so we can have a look at the format.

Being able to see other channels as “ghost notes” in the piano roll is a good idea. I’m adding this to my todo list.

Thanks a lot for the feedback ;)

VST support is way outside of the scope of this project for now.

I’m currently working on something to export each channels audio separately. I understand it’s not as convenient as having a direct bridge between Pata-Tracker and another DAW, but hopefully this can offer a way to rework a song in another DAW.

There is already some kind of MIDI support (only playback/rehearsal for now). It’s a bit difficult to have MIDI working properly on all platforms, so I need to spend more time to look into it. But this might come at some point.

I have been living in Japan for more than 10 years, and work there in the video game industry. I worked on projects for Square-Enix, Bandai-Namco, Gree, Ponos, Line, but also Disney Japan and Ankama (and currently working on a Pokemon card battle game).

Japan has good and bad sides, just like everywhere else.

Now, I have a kind request to everyone in this thread: Please be respectful and nice to each other.

Pixelbox automatically rebuild from the sources when the game is started from the tool, or the page reloaded in the browser.

There are no restrictions on projects made with Pixelbox.

You are free to distribute and sell game as you want.

Thanks for the bug report and suggestions. 

I will have a look at all these.

Agree. I regret that I didn't implemented that right from the start.

This is at the top of my todo list.

<3

I'm located in Japan.

I don't think it's possible for Itch.io creators to choose the currency in which they set prices.

I see.
thanks a lot for the response.

Wow! This is very cool!

How do you fetch level data from itch.io comments? Is there an endpoint to get raw text, or do you parse the html? I would like to try this in one of my project.

from the menu: Project > Build Archive should create a build.zip file in the distrib folder of your project.

This archive can be uploaded as-is to Itch.io. Don't forget to check the "This file will be played in the browser" on the itch page:


The html file cannot be opened directly. This is not an issue with Pixelbox but a general problem with web-development. You need a local server to serve the html page. 

There are 2 methods to test your game with Pixelbox:

  • Click on the "Run" button of the menu bar. This  will launch your game in a separate window (see also this tutorial)
  • To test your game in your web-browser: copy the url of Pixelbox local server by clicking on the button in the top right corner of the editor, and paste it to the address bar of your browser.

Once your game is built, you can publish the build.zip file to itch.io, and itch CDN will take care of serving the game files.

The new version of PataTracker (1.3.0) now supports WAV files for samples.

Please have a try.

Thanks.
I think I understood the issue. Your sound card/driver sample rate might be set to 48kHz, but PataTracker was assuming 44.1kHz, making the playback detuned by few semi-tones.

I made a fix and released a new version (1.3.0). Can you test it and tell me if this fixes your problem?

This is strange. This could be a problem related to sample rate. PataTracker can only exports at 44.1kHz

I can not access the link you posted. I think you need to make that folder public

That's something that can be added. Will add this in my todo list.

A PhoneGap prebuild command similar to the Electron prebuild is something I would consider. This would just prepare the project but will leave the actual build step to the user.

Can you give more details on all the steps you did to get to this result?

Are you trying to open the html file directly?

If you don't care about ratio distortion, in Project > Settings > Screen, check "full screen" and "resizable" checkboxes.
You can also set the screen.keepAspectRation options to true in the project.pixelbox file (this option is currently not exposed in the editor), but this will add black borders.

To have real fullscreen without pixel distortion, a solution would be to resize the $screen texture at runtime.

Pixelbox editor can't export directly an executable directly, but it can make a Electron prebuilt (Project > Electron prebuilt).  This can be build to an executable. You'll need NodeJS and NPM installed on your machine. Follow the instructions in the generated readme.md file. 

CmdOrCtrl+R is the shortcut to run the game

I'm currently working on a tutorial about creating a platformer with Pixelbox.

This is still a work in progress but you can already have look here: https://github.com/cstoquer/platformerTutorial

You need to open the file with a text editor. Instead of double-clicking on the file, try right-click > "open file with"

Any text editor will work (for instance Notepad), but I recommend VS Code (https://code.visualstudio.com/) or Atom (https://atom.io/).

Thanks!

Thanks for your response

  1. TypeScript is a language that I want to support in the future. Unfortunately I have almost no experience with TypeScript, so it might take some time before I can get something working
  2. 19 seconds sounds like a lot of time indeed. Do you have the "Add ES6 polyfills" option checked in Project > Settings > Components? I noticed this made the build process much slower. Babel transpiling also add quite some time to the build. If your TypeScript compiler generate ES5 JavaScript, try to change the scripting language option from "ES6" to "ES5" in Project > Settings > General and see if this improve the build time.
  3. I suggest to copy the nodes_module/pixelbox/pointerEvents/index.js file into your project, and require this file directly. This way you'll avoid loosing your changes if you make modifications. PointerEvent module is not yet mature. If you managed to find the problem please consider opening an issue and/or doing a pull request to the pixelbox repository ;)

If you still consider building from command line, then generating the __PROJECT_DATA__ object will probably be the biggest struggle. It might be possible to expose the function that is doing this, and make it available to custom scripts.

Again, I would definitely not recommend to go this way. This solution might break with future versions of Pixelbox.

If you can explain why you want to build from command line, I might be able to advise a better solution or add a new feature to Pixelbox.

What you're trying to do is going against the normal workflow of Pixelbox, and I would not recommend it.
Can I ask what you are trying to achieve? There might be another solution available, or it could be an opportunity for a new feature.


You can make modifications directly to the pixelbox package in node_modules/pixelbox. Be careful since the package may be overwritten by the "Project > Update libraries" command.

Building the game from command line should also be possible, but some setup are required. 

For example, let's say you want to build with Webpack. Here's how the webpack.config,js should look (notice the raw-loader for .vert and .frag files, and the use of external for electron):

const path = require('path');
module.exports = {
    mode: 'development',
    entry: './src/index.js',
    output: { path: path.resolve(__dirname, 'build'), filename: 'index.js', },
    module: { rules: [
        { test: /\.vert$/i, use: [{ loader: 'raw-loader', options: { esModule: false } }] },
        { test: /\.frag$/i, use: [{ loader: 'raw-loader', options: { esModule: false } }] },
    ], },
    externals: ['electron']
};

The index,js in your project needs to define a bunch of constants that Pixelbox needs (the most non-obvious one being __PROJECT_DATA__ as it contains the assets map and settings that are normally automatically generated), and then require the bootstrap:

window.DEBUG = true;
window.__USE_CORE__ = true
window.__USE_WEBGL__ = true
window.__MINI_TEXT__ = true
window.__KEYBOARD__ = true
window.__GAMEPAD__ = false
window.__USE_AUDIO__ = false
window.__USE_TRACKER__ = false
window.__USE_BLEEPER__ = false
window.__USE_TINA__ = false
window.__CUSTOM_LOADER__ = false
window.__HAS_ATLAS__ = false
window.__NO_CONTEXT_MENU__ = true
window.__BUILD_TYPE__ = 'pixelbox'
window.__PROJECT_DATA__ = {     dat: {         palette: null,         tilesheet: null,         maps: { _type: "maps", maps: [] }     },     root: "assets/",     img: ["palette.png", "tilesheet.png"],     snd: [],     settings: {         name: "PixelboxProject",         screen: {             fullscreen: false,             resizable: true,             keepAspectRatio: false,             width: 128,             height: 128,             pixelSize: { width: 4, height: 4 }         },         tileSize: { width: 8, height: 8 },         palette: { file: "palette" },         controls: { up: 38, down: 40, left: 37, right: 39, A: 32, B: 88 },         touchEvent: { multiTouch: false, disableContextMenu: true, hideMousePointer: false },         gamepad: { analogToDpad: true, deadZone: 0.5 },         loader: { colors: ["#140C1C", "#DEEED6"] }     }
} require('pixelbox/bootstrap')

I also had to modify the main.js to expose the update function the ES6 way, or Webpack would complain:

function update() {
    // ...
}
export { update }

That is definitely not a normal behavior.

Do you see any errors is the debug console? (open the console from Debug > Devtool)

  • Download and unzip the Color Themes from the download section
  • Drag and drop the dark.theme file onto the Pixelbox editor window

Thanks for the suggestion.

This is now possible in version 2.0.2

Things are working the other way around: a tilesheet is alway 16 x 16 tiles, and its dimension in pixels is set according to tile sizes.

In your case, 16 x16px tile size will result to a 256 x 256px tilesheet. 

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Pixelbox Roadmap

Here is the current roadmap for Pixelbox library and editor.
(last update: 17/5/2020)

Short Term

  • More documentation and tutorials
  • Decouple zooming in tilesheet and map editor
  • Improve sprite editor
  • Better undo/redo management
  • 9-grid rendering

Investigating

  • TypeScript support
  • Source map
  • WebAudio context initialization on user event

Mid/Long Term

  • Props layers (place sprites and objects on top of tileMap)
  • Bitmap fonts
  • UI system
  • Code editor