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Pixel Fx Designer

Design pixelart effects and render them to .png sprite sheets or .gifs · By CodeManu

A few feature requests

A topic by eishiya created Jul 20, 2018 Views: 571 Replies: 5
Viewing posts 1 to 4
(2 edits) (+1)(-1)

This tool is really neat already, but there are some additional features I'd love to see. I hope it's not too annoying that I'm making a thread with multiple requests, I didn't want to spam the forum.

I'd like the ability to...

  • Set a delay on particle emission. For some effects, emitting one particle per frame results in too many particles. I'd like to be able to only emit particles every few frames. If an emitter is set to emit more than 1 particle per frame, I'd like those particles to all spawn on the same frame, i.e. in bursts.
  • Have slower speeds. Speed "1" is pretty fast! It would be nice to go slower. I realize I can use gravity and force to slow things down, but that reduces my ability to use those for other effects. Adjusting all the other parameters and then running the rendered result at a slower frame rate could also work, but requires mathematic gymnastics and doesn't allow effective previewing D:
  • Adjust the values of sliders with the keyboard (e.g. left/right arrow keys). It's very difficult to get an exact value in some of the sliders when using the mouse, and even with pixel-perfect movement some values are impossible to get (RIP gravity at 90 degrees). It's also a little easier to make small tweaks with the keyboard in general. This would probably be best with some sort of highlighting on the most-recently active slider on the current panel to make it clear what the keyboard would affect.
  • Control the frame rate, either as part of the effect design process, or as a render/output setting. The default 20ms setting makes for great GIFs, but doesn't match the most common frame rate targets (30fps/33.33ms, 60fps/16.67ms, etc) or even play nicely with them. This might create inconsistency between PNG and GIF exports (e.g. at higher frame rates), but I think flexibility is more important for production use, and the user could be warned when attempting to export GIFs with inappropriate frame rates. The 1.03 patch notes include "Render FPS added", but I could not find this feature in 1.1. Was it removed with the UI rework?
  • Copy+paste emitters. Sometimes, you just need two identical emitters in different locations, or two very similar emitters. It would be nice to be able to right-click on the emitter number to copy from it or paste into it, instead of manually entering the same properties for each one. This feature seems to exist in the screenshots even though it's not in 1.1, I guess it's in the works.

Bit of a long and scary list! PFXD is already very cool, but I think these features would make it awesome.

Developer (1 edit) (+1)

Hi eishiya, I'll go point by point.

  • Set a delay on particle emission

- This is actually on our roadmap, It was in the low priority queue but I've just moved it to high for being a high requested feature. It should be added in the next update.

  • Have slower speeds

- You can just right click any slider to input any value, even if the value is not between the default min/max values.

  • Adjust the values of sliders with the keyboard

- That's a nice idea, you can adjust the values with the mouse wheel, but I'll add the arrow keys and WASD for my gamers fellows.

  • Control the frame rate

- Yeah, it was removed with the UI rework, we forgot about it :P. We'll add it again in the next update.

  • Copy+paste emitters

- As you said, this is now a feature that will come in the next update.

Thanks for all the suggestions!

(+1)

Awesome, thanks! Looking forward to the next update <3

Now that I can input whatever values I want, I feel like a god in this thing, thank you! Is the hidden UI documented somewhere?

One more question: One of the example files, blood_hit, has what looks like blood emitted in spurts with delays between them. Fiddling with the settings, I couldn't figure out how that burst-quality was achieved if there's no particle delay feature yet. Is it using something with no UI for it, or am I just failing to see some interesting combination of features that makes this effect happen?

And lastly, I think the tooltip for Angle mode is confusing. It says "Which angle should follow the particles?" which has slightly wonky grammar and makes it sound what direction the particles should go in, but from what I understand, Angle Mode determines which way the particles are oriented. Perhaps "Which angle determines the particles' orientation?" might be clearer?

Developer (1 edit)

Blood_hit.ppd has a delay on the emitters yes, but that used to cause problems with emitters and got disabled in the latest update. It'll come back in the next update :)

And you are absolutely right about the wording on "Angle Mode", you suggestion is much, much better :D

EDIT: I forgot about the hidden UI! It's not documented anywhere yet, there's only right-click to change slider value, and Left Shift + Right Mouse to move all emitters at once.

  • Adjust the values of sliders with the keyboard

I also keep clicking on the numeric amount on the slider, hoping to numerically input a value. The sliders a great for quick prototyping and experimenting, but keyboard value input would be valuable.

  • Control the frame rate

Great if this comes back soon. I manually delete 9/10 frames later on  (in Photoshop) before cropping  & resizing and manually creating the final tileset (also in Photoshop), which brings me to the next point.

  • Tile size & tilemap size and layout feature request

Besides FPS, my most important feature request for me is still the possibility define tile size and tilemap size (and number of rows vs. columns).

Developer

You can input the exact value of a slider by right clicking it, it's not mentioned anywhere yet, we should make a help button with "hidden" commands. Frame rate control and canvas resize are coming in the next update. Number of rows/columns is a bit tricky, if you get a very large spritesheet by tweaking those values it might crash if your GPU is not a beast in terms of VRAM, but I'll have a look at it.