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Pixel Fx Designer

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

Feedback (sprites lacking?)

A topic by Theon created Aug 12, 2018 Views: 761 Replies: 5
Viewing posts 1 to 6
(+1)

It’s very fun to work with, and it works well (though it will slow down considerably if you add too many particles at once, of course), but there are a number of things I’d like to see changed or added:

1. Rendering often cuts out the beginning and it gets completely jumbled if you use the timeline

2. Lacks X and Y scaling for basic shapes (only possible when using custom sprites)

3. Manual rendering doesn’t make any sense to me. Checking it off just makes it impossible to run any animation.

Would also like:

-Timeline animation of emitter location
-Copy-pasting info to and from various value inputs
-Separate timelines for each emitter(!)

Other things:
-The exporting to gif adds a lot of blank frames (I suppose from the blank squares on a square spritesheet)
-The loop rendering doesn’t loop perfectly most of the time.
-The rendering speed is inconsistent. Sometimes it can render the same animation at wildly different speeds for no apparent reason.

The itch.io page states that the software comes bundled with "+500 sprites", but none of the download folders have them. I found 111 in total. Did you forget to upload some?

Hi, i'm gonna answer some of your questions:

1.- This one seems to be related with the "Pre-Frames" render option. Try to change for 10,20 or whatever to see if that fixes the problem.

2.-  Yep, basic shapes is just for that if you want more control you have to use custom sprites. Add X/Y scaling on basic shapes will see.

3.- Manual rendering is to create some effect and then pick and move the emitters to create movements with  more freedom.

The .gif export is still a wip, we have to solve that blank frames.

About the +500 Sprites is my fault, just changed the desing and forgot to upload the zip with all them , btw, actually are close to 700 sprites. I'm gonna upload what i have now, and sorry for the incovenience.

The other technical question  CodeManu will reply you soon.

Developer

Hi!

The seamless loop doesn't work with motion movement and neither with timelines. Timelines will be added to seamless looping in the future but circle and hor/ver sine movements are not possible due to them being based on their own time.

I don't get what you mean with rendering speed, every time you hit the render button it creates a new seed so the animation is different, but that shouldn't affect the animation speed.

(+1)

Thanks for replying so swiftly!

1. I had tried that several times, but nothing seemed to help, but after restarting the software it suddenly did. Not sure what was the issue here ^^;

2. I would really like to have X/Y-scaling for the basic shapes too. It would just make everything a lot easier. Also, using custom sprites, it seems having additive blending on ruins the alpha transparency?

Example: Here are the balls you posted on tumblr. I just removed the black between them. When I import them as a custom sprite, the black parts become transparent, and the alpha becomes white. Changing the colour to black in Pixel FX Designer makes everything go transparent(!), and changing the alpha sliders doesn't seem to do anything at all.


3. Not sure what you mean by this. When I check manual rendering, no emitters work at all, and then when I uncheck it the software seems to automatically do a normal render for some reason. What is the purpose of this function and how do I control it?

Happy to hear you'll be adding the missing sprites!

Also nice to hear you'll be adding looping for timeline animations!

Not sure what caused the difference in the rendered speed myself, but I've had a couple of instances where one render played much faster than another. Easily fixed in Gimp, though.

On that note: Using the colour palettes slows down my laptop considerably, which is fine, but it also causes the particles to behave very differently. Waves of many particles, in particular, tend to end up waving at a different rate than what they do without a palette on. On my desktop I don't see this problem.

Example (look at the tail):


(+1)

Oh, and also, I noticed that you can add curve nodes to the timeline. Is that intentional, or just a bug?


The Particles pack with near 700 sprites are uploaded.

Use the sprites with the black background, they are to mean to be used with "additive". In other way like some smoke, stars,etc... they come in transparent .pngs.

About the slowdown on the laptop, be sure you are using the main GPU and not the motherboard one, we had the similar issue with other guy. Don't know how he fixed, but take a look if the GPU is working a 99% and which one is in case of have more than one.

The curves on timeline i think is a bug XD