@MedicineStorm: Started writing a little about the roller coaster ride and it turned into a vertible book, so I went ahead and made a separate thread for it:
that's awesome! Congrats! Been through the greenlight gauntlet myself so I know what a rollercoaster it can be!
Just picked up a copy, game looks like it's come a LONG way since that first demo!
Looking forward to dying for the empire a few times tonight! :)
Tuesday, October 4, 2016 - 08:11
"IFF", "AMIGA"?!? No wonder I love this app so much!! I'm an old school Amigan myself with many an hour of Deluxe Paint IV under my belt! :)
> one of the nice things about the older image formats like IFF on the amiga etc was that if you
> changes a colour it would change all the pixels of that colour in the image
I know just what you are talking about! I use GIMP nowadays and can't tell you how man times I've done a 'select by color' + 'fill entire selection' just to update a color in my working palette.
Well maybe a simple solution is this:
Separate from image data, you can maintain a set of color palettes.
Add an 'export palette' option that allows you to save the current palette as a named entry in the set of palettes (eg 'My First Palette'). This would just save the list of colors from the current image.
Add an 'import palette' option that simply adds all the colors from a stored palette into the current image. For simplicity, you could literally just add the colors to the end of the current palette completely independent of the existing image. Meaning 'importing' a palette would not change the current image at all. This could also lead to duplicate palette entries (if you import a color that already exists in the palette), you could add code to check for and handle this, but honestly it's not even needed.
Add a box to 'New Image' that let's you choose the starting palette for an image.
Optionally, add a few preset palettes (NES, SMS, C64, Amiga, DB16, DB32, etc) for folks to chose.
Starting with a blank/empty palette would also be a nice option.
Images are still stored in the same format as now (int32 per pixel, palette attached, etc.) nothing changes there.
I wouldn't bother with anything using a server backend for now. Perhaps it's just my old school way of thinking, but I'd say, get it working nicely locally and then worry about adding any networked features.
The above would certainly cover my own use cases. Basically, I would just start an image with a blank palette, add the colors from the palette for my project, then export that palette as 'My Project's Palette'. For new images I'd just start them with 'My Project's Palette' or start with a blank palette and load that one in.
As you point out, if I ever wanted to change one of the values in my palette, that'd be kind of a nightmare. I'd have to go back to each image individually and find and change the pixels by hand. But for me, that's not too likely, my palette is pretty set at this point in the project. Also, in the worst case, I could just export the images, load them into GIMP, do the color swap and then import them back into Pixel Paint Pro. So it wouldn't be the worst thing. Down the road you could add the same options Gimp has for doing this kind of thing (select by color, etc).
From what you have said, I think this should be possible without making any changes to the existing data files and formats, but again that's just a guess without knowing too much about how your project is setup.
I still can't figure out where the images go when I export them, any ideas? Do I need to manually give the app permission to write to photos or something? or does it just stick the sheet onto the copy/paste buffer or something?
thanks and keep the faith! This is a great tool! IOS app store is hopelessly crowded, but if we spread the word around OGA and elsewhere hopefully we can get you a cult following at least! :)
Thursday, September 29, 2016 - 16:35
@JhinMan: I have been working on revising the site docs and submission faqs to help clarify things around the licenses and answer questions such as yours.
And wade through a bit of expository text, you'll find a brief run down of the various licenses supported and their terms of use.
Please note, the document is just a draft and you should definitely read through the whole thread if you are thinking of using CC-BY-SA or GPL works as there is quite a bit of further discussion of them in there.
Thursday, September 29, 2016 - 14:47
Well the god news is you can make whatever changes you want to the data format while I'm still the only user!
i certainly won't mind!
Is the palette stored with the image? Is the image data itself palettized (ie are pixels stored as rgba colors or references to the palette?)
If you treated palettes as a global construct, then you could just save palettes out with the general user config data.
Think of them as part of your general toolbox, their just sort of a lost of colors you can bring up whenever you like, as opposed to being tied to an individual image.
For older images you could just leave the palette info in the save data but just kind of ignore it.
well that's my 2 cents without knowing the first thing about how the app is structured, hope it's not too obnoxious.
No need to send me a promo code, even as is, the app is well worth $1.99!
Gimp's color selector does:
Value on X
Saturation on Y
and
A vertical slider for Hue.
Uploading a snap of it.
I'm guessing Photoshop is the same.
I find that arrangement to works quite well.
The immediate issue I was having with the layout in Pixel Art Pro was the hue shifting around when I just wanted to adjust the brightness.
I think the square thing with HSV and RGBA sliders underneath it would be great. Having the numerical values next to the sliders is also a nice touch.
The other thing I was missing was a dot on the graph to indicate where the current selection was.
Loaded this on my tablet last night and it worked great! I work in 16x16 tiles and sketching with my finger on my 9.7" tablet was perfect. I'd probably want to use a little stlylus to do higher res or work on my 4.7" phone, but it would definitely be doable.
The animation editor was awesome! Very striaghtforward to use.
Only bummer for me is the frame rate options. My crummy pixel art animations never have more than 2-3 frames, so 6 fps is waayy too fast! :) Any thoughts on adding a few lower values on there (1,2,4,etc) or an option to set the rate manually? Truthfully an option to set the delay between frames in milliseconds would be best for me, but I can see where that's probably not that useful for most users.
One big question, where do the images go when you export them? I thought they'd go into photos (perhaps into a special 'pixel art pro' folder?) but I couldn't find them there. If possible (and simple) it'd be great to have an option to export them straight to an email send your userid (or an email addr you set). It probably sounds clunky, but that'd actually be the easiest way to get them off the device for me (and maybe other folks who haven't gone 120% deep into the iTunes lifestyle ;)
The option to save/load a palette or share palette's between images would be great.
As would the ability to import a palette from somewhere else, like an existing image. This might be specific to me, but I always keep a PNG around with my palette for a project laid out in squares, so something that pulled all the colors from an existing image would be perfect for me.
To make it super pixel art friendly, you might consider providing a few ready made palettes such a NES variant or two, SMS palette, C64 palette, EGA palette, DB16 and DB32 palettes. Just an idea. Maybe it's you can name a color set and toggle between the different sets you've made whenever you like.
You get the idea. Overall, I would just say that's the part that needs the most work because the thought of manually creating the colors for each image everytime is pretty daunting.
I'd add that the massive palette it starts with is not that useful. It's simply too big to sift through looking for the color you want. Better might be just a simple 16 or 32 color rainbow and the idea is you just use that pick a base and then edit from there.
Well I'm sure that's enough feedback for now, will let you know if anything else strikes me as I use it.
thanks again, this is a great tool! gave you a four star rating and a short review. Just four for now because figured I should leave room for growth as you update it! :)
> it is always difficult on launch day worrying if anyone will download it or not etc.
Definitely know that feeling form launching stuff on other platforms, but can only imagine how tough it must be on IOS.
Wednesday, September 28, 2016 - 18:39
According to Wikipedia, the last patents on gif expired in 2004.
Wow! Just fired this up on my phone and all I can say is bravo!!
This is great!! I could actually see myself using this to create sprites for a game!!
A while back (probably 2-3 years now) I tried a bunch of different pixel editing apps and nothing came close to this! They all felt more like things you could doodle with. What you've done feels much more suited to actually creating production art. I love it!
Will load on my tablet and try creating an actual sprite and let you know how it goes.
Only feedback from my brief initial encounter is that it'd be great to be able to create colors with RGB and HSV sliders. Just my habits I guess but I like to start with a base color then use S and V and a touch of manual rgb tweaking to create a color ramp for it.
@MedicineStorm: Started writing a little about the roller coaster ride and it turned into a vertible book, so I went ahead and made a separate thread for it:
http://opengameart.org/forumtopic/greenlight-memories
that's awesome! Congrats! Been through the greenlight gauntlet myself so I know what a rollercoaster it can be!
Just picked up a copy, game looks like it's come a LONG way since that first demo!
Looking forward to dying for the empire a few times tonight! :)
"IFF", "AMIGA"?!? No wonder I love this app so much!! I'm an old school Amigan myself with many an hour of Deluxe Paint IV under my belt! :)
> one of the nice things about the older image formats like IFF on the amiga etc was that if you
> changes a colour it would change all the pixels of that colour in the image
I know just what you are talking about! I use GIMP nowadays and can't tell you how man times I've done a 'select by color' + 'fill entire selection' just to update a color in my working palette.
Well maybe a simple solution is this:
Separate from image data, you can maintain a set of color palettes.
Add an 'export palette' option that allows you to save the current palette as a named entry in the set of palettes (eg 'My First Palette'). This would just save the list of colors from the current image.
Add an 'import palette' option that simply adds all the colors from a stored palette into the current image. For simplicity, you could literally just add the colors to the end of the current palette completely independent of the existing image. Meaning 'importing' a palette would not change the current image at all. This could also lead to duplicate palette entries (if you import a color that already exists in the palette), you could add code to check for and handle this, but honestly it's not even needed.
Add a box to 'New Image' that let's you choose the starting palette for an image.
Optionally, add a few preset palettes (NES, SMS, C64, Amiga, DB16, DB32, etc) for folks to chose.
Starting with a blank/empty palette would also be a nice option.
Images are still stored in the same format as now (int32 per pixel, palette attached, etc.) nothing changes there.
I wouldn't bother with anything using a server backend for now. Perhaps it's just my old school way of thinking, but I'd say, get it working nicely locally and then worry about adding any networked features.
The above would certainly cover my own use cases. Basically, I would just start an image with a blank palette, add the colors from the palette for my project, then export that palette as 'My Project's Palette'. For new images I'd just start them with 'My Project's Palette' or start with a blank palette and load that one in.
As you point out, if I ever wanted to change one of the values in my palette, that'd be kind of a nightmare. I'd have to go back to each image individually and find and change the pixels by hand. But for me, that's not too likely, my palette is pretty set at this point in the project. Also, in the worst case, I could just export the images, load them into GIMP, do the color swap and then import them back into Pixel Paint Pro. So it wouldn't be the worst thing. Down the road you could add the same options Gimp has for doing this kind of thing (select by color, etc).
From what you have said, I think this should be possible without making any changes to the existing data files and formats, but again that's just a guess without knowing too much about how your project is setup.
I still can't figure out where the images go when I export them, any ideas? Do I need to manually give the app permission to write to photos or something? or does it just stick the sheet onto the copy/paste buffer or something?
thanks and keep the faith! This is a great tool! IOS app store is hopelessly crowded, but if we spread the word around OGA and elsewhere hopefully we can get you a cult following at least! :)
@JhinMan: I have been working on revising the site docs and submission faqs to help clarify things around the licenses and answer questions such as yours.
If you go here:
http://opengameart.org/forumtopic/site-faqsubmission-guidelines-updatesc...
And wade through a bit of expository text, you'll find a brief run down of the various licenses supported and their terms of use.
Please note, the document is just a draft and you should definitely read through the whole thread if you are thinking of using CC-BY-SA or GPL works as there is quite a bit of further discussion of them in there.
Well the god news is you can make whatever changes you want to the data format while I'm still the only user!
i certainly won't mind!
Is the palette stored with the image? Is the image data itself palettized (ie are pixels stored as rgba colors or references to the palette?)
If you treated palettes as a global construct, then you could just save palettes out with the general user config data.
Think of them as part of your general toolbox, their just sort of a lost of colors you can bring up whenever you like, as opposed to being tied to an individual image.
For older images you could just leave the palette info in the save data but just kind of ignore it.
well that's my 2 cents without knowing the first thing about how the app is structured, hope it's not too obnoxious.
No need to send me a promo code, even as is, the app is well worth $1.99!
Gimp's color selector does:
Value on X
Saturation on Y
and
A vertical slider for Hue.
Uploading a snap of it.
I'm guessing Photoshop is the same.
I find that arrangement to works quite well.
The immediate issue I was having with the layout in Pixel Art Pro was the hue shifting around when I just wanted to adjust the brightness.
I think the square thing with HSV and RGBA sliders underneath it would be great. Having the numerical values next to the sliders is also a nice touch.
The other thing I was missing was a dot on the graph to indicate where the current selection was.
Loaded this on my tablet last night and it worked great! I work in 16x16 tiles and sketching with my finger on my 9.7" tablet was perfect. I'd probably want to use a little stlylus to do higher res or work on my 4.7" phone, but it would definitely be doable.
The animation editor was awesome! Very striaghtforward to use.
Only bummer for me is the frame rate options. My crummy pixel art animations never have more than 2-3 frames, so 6 fps is waayy too fast! :) Any thoughts on adding a few lower values on there (1,2,4,etc) or an option to set the rate manually? Truthfully an option to set the delay between frames in milliseconds would be best for me, but I can see where that's probably not that useful for most users.
One big question, where do the images go when you export them? I thought they'd go into photos (perhaps into a special 'pixel art pro' folder?) but I couldn't find them there. If possible (and simple) it'd be great to have an option to export them straight to an email send your userid (or an email addr you set). It probably sounds clunky, but that'd actually be the easiest way to get them off the device for me (and maybe other folks who haven't gone 120% deep into the iTunes lifestyle ;)
The option to save/load a palette or share palette's between images would be great.
As would the ability to import a palette from somewhere else, like an existing image. This might be specific to me, but I always keep a PNG around with my palette for a project laid out in squares, so something that pulled all the colors from an existing image would be perfect for me.
To make it super pixel art friendly, you might consider providing a few ready made palettes such a NES variant or two, SMS palette, C64 palette, EGA palette, DB16 and DB32 palettes. Just an idea. Maybe it's you can name a color set and toggle between the different sets you've made whenever you like.
You get the idea. Overall, I would just say that's the part that needs the most work because the thought of manually creating the colors for each image everytime is pretty daunting.
I'd add that the massive palette it starts with is not that useful. It's simply too big to sift through looking for the color you want. Better might be just a simple 16 or 32 color rainbow and the idea is you just use that pick a base and then edit from there.
Well I'm sure that's enough feedback for now, will let you know if anything else strikes me as I use it.
thanks again, this is a great tool! gave you a four star rating and a short review. Just four for now because figured I should leave room for growth as you update it! :)
> it is always difficult on launch day worrying if anyone will download it or not etc.
Definitely know that feeling form launching stuff on other platforms, but can only imagine how tough it must be on IOS.
According to Wikipedia, the last patents on gif expired in 2004.
https://en.m.wikipedia.org/wiki/GIF
Wow! Just fired this up on my phone and all I can say is bravo!!
This is great!! I could actually see myself using this to create sprites for a game!!
A while back (probably 2-3 years now) I tried a bunch of different pixel editing apps and nothing came close to this! They all felt more like things you could doodle with. What you've done feels much more suited to actually creating production art. I love it!
Will load on my tablet and try creating an actual sprite and let you know how it goes.
Only feedback from my brief initial encounter is that it'd be great to be able to create colors with RGB and HSV sliders. Just my habits I guess but I like to start with a base color then use S and V and a touch of manual rgb tweaking to create a color ramp for it.
I would love a good pixel editor on iOS. Will keep an eye out. thanks!
Do we think search is a cpu issue, or were you two just talking generally?
No hope of getting a post to the main page explaining the search issue?
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