My fork is more broken then not, so I wouldn't recommend working from that.
Being morally offended by the broken design of Qt's Graphics View, I started work on an editor (probably for the dozenth time) built around GPU based rendering and image manipulation but that's far from anywhere near usable and I haven't touched it in months.
I approve. With the full resources of Facebook behind it OGA should be able to utilize datamining and artist social network analysis to finally automate the free art generation process and completely remove the dependence on flaky artist types.
Oh, and another thing that my previous post illustrates nicely:
Images too wide for the layout get clipped even when there's plenty of empty space beside them. It'd be nice if they allways spilled over the empty space, not just when hovering.
These are pretty awesome.
I wouldn't have thought one could get such variety out of such a simple base.
I didn't hear any mention of indexed-mode image handling.
As far as I'm concerned this is possibly the single most important attribute of a proper pixel editor.
The complete absence of any indexed-mode at all makes this the biggest weakness of Krita as a pixel editor.
Added some half-arsed frames for the characteras and will call this done.
Actually it's named "pixeditor". You've got a superfluous "el" in there.
My fork is more broken then not, so I wouldn't recommend working from that.
Being morally offended by the broken design of Qt's Graphics View, I started work on an editor (probably for the dozenth time) built around GPU based rendering and image manipulation but that's far from anywhere near usable and I haven't touched it in months.
I approve. With the full resources of Facebook behind it OGA should be able to utilize datamining and artist social network analysis to finally automate the free art generation process and completely remove the dependence on flaky artist types.
Oh, and another thing that my previous post illustrates nicely:
Images too wide for the layout get clipped even when there's plenty of empty space beside them. It'd be nice if they allways spilled over the empty space, not just when hovering.
These bug me:
My partial NESish adaption of my colour reduced adaption of Kenney's pixel adaption of Kenney's vector platformer tiles.
Use this transformation matrix:
[
16 8
-16 8
0 -16
]
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