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(+1)

Loving the release candidate. Just a few problems/suggestions here and there:

- Checking the fill shape option in the curve tool just crashes the program once you double click

- Popup windows close themselves when focusing on another window and then focusing back on pixelorama

- The draggable area for resizing popup windows is kind of small

- Not sure how raw color is supposed to work, but the sliders go all the way up to 100 and only values up to 1 seem to actually affect the color

- When playing the animation only on frames of the same tag and clicking on a frame with a different tag from the one currently playing, the animation simply goes back to the frames with the tag that was originally playing. it would be nice if the animation continued playing from the clicked frame and then playing only the frames that share its tag instead of having to pause the animation, click on the frame, and continue the animation

- It would be nice to be able to instantly zoom to different levels, like in the godot engine editor where you can press 1, 2, 3, 4, and 5 to zoom in to 100%, 200%, 400%, and so on. i understand that there is an integer zooming option but my personal problem with that option is that it feels too imprecise when zoomed far out and too slow when zoomed close in

- When manually typing in the value of the canvas rotation and zoom level, bringing the cursor into the canvas deselects them

Aside from that, absolutely brilliant program as ever.

+ When using move tool, the pixels become misaligned with the pixel grid until let go

Thank you very much for the feedback!
- I can't seem to reproduce this issue in my tests. Are there any exact steps that need to be done (besides the enabling the fill shape option and double clicking) in order for it to crash?

- Unfortunately this seems to be an issue with Godot's `Window` node. In order for popup windows to close when users click outside of them, the `exclusive` flag needs to be disabled and `popup_window` needs to be enabled. But this has the side effect of the issue you described. I'm not sure if this intentional behavior from Godot's part and I might report it to them, but for now we either have to choose whether we want popup windows not to close when clicking outside and fix the issue, or leave them as is.

- Good point, they have been increased from 4 to 16 now. The change is not visible but the draggable area has indeed been increased. We could increase it more if that's not enough.

- Raw color is meant to be used for HDR, which Pixelorama does not currently support. Values higher than 1 are for HDR, which is why they have no effect. We're keeping raw mode mostly because it may be useful to choose color values that are in the range of 0-1.

- Noting it for the next version, as 1.0 is currently in release candidate and don't want to accidentally break anything 😅.

- That is a nice idea, although my main concern is that the number buttons (like 1, 2, 3, etc) could also be used for more things, such as quickly selecting frames, or even swatches from the palette. We should eventually decide which of these functionalities are more important so we can map the number buttons to it, and the rest could be combinations with other keys such as `Control` and `Shift`.

- This was a recent change, the currently selected user interface element becomes unfocused when the mouse cursor enters the canvas. This was done in order to fix issues with the keyboard arrow keys affecting the user interface when they should be affecting the canvas (either moving it or moving the active selection if there is one and a selection tool is selected). I could look into making some UI elements be exceptions to this behavior.

- This is a limitation of the layers are being blended in 1.0, which is also responsible for previewing their movement when using the move tool. Eventually I want to experiment with another way of blending layers, so this issue could be fixed then.

hello, thanks for the responses

1. sorry, i was mistaken. the program doesn't crash - it freezes, particularly on larger drawings. it does unfreeze if you wait long enough, so just a cpu/memory limitation/problem or somethin.

3. 16 seems to be enough

8. i see. i'd also like to add a related problem i've noticed: the preview does not update until you move far enough. it seems to snap at a certain number of pixels, and it scales the bigger the canvas is.