Comments (14)
my thought was that the addon does not embed it, but rather launches the editor in a new window.
The addon just lets you create a new resource in a click, which triggers opening the sprite editor. It also lets you edit any animations sprites in a click.. it just adds a open with pixelorama and create with pixelorama buttons where useful. Then pixelorama does its thing in a new window. When saving, godot will reload the sprites
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I am going to oppose this idea. Godot IDE is already filled with a lot of docks and tabs and adding more would bring no benefits to just switching windows.
I would be more glad if Pixelorama remained as a stand alone software that anyone can use, not just Godot developers.
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I am going to oppose this idea. Godot IDE is already filled with a lot of docks and tabs and adding more would bring no benefits to just switching windows.
I would be more glad if Pixelorama remained as a stand alone software that anyone can use, not just Godot developers.
I understand your point of view. I also prefer Pixelorama being a stand-alone, so everyone can use it without needing Godot. However, I would also like to see it being available as a plug-in, for those who prefer it. Making Pixelorama a plug-in is not my current focus, but I will most likely experiment with it in the future, probably once the features and the UI are finalized.
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I recently saw a video comparing godot to game maker and one of the points was that gamemaker is better for prototyping because it has an integrated pixel editor. :) if pixelorama could run inside godot, it would make it fantastic for prototyping
https://www.youtube.com/watch?v=3KKeFK0NHc8
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Having it integrated would be very useful for education where students would only need to download one program and not two.
Would a layout like this not fit?
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I'm currently focused on adding more functionality to make it more usable, and attempt to add stuff that are important but currently missing, like Undo/Redo (see #8). After that, I will attempt to make Pixelorama a Godot plugin, because I'm definitely interested in doing that and, from what I've seen, a lot of people want that too.
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I have been thinking about this for a while now. Godot plugin API is incomplete right now. So embedding the app isn't possible at all (until 4.0). Since tabs were added recently, opening existing files is relatively simple but opening a file in existing instance is not possible until we setup a server like this.
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I have been thinking about this for a while now. Godot plugin API is incomplete right now. So embedding the app isn't possible at all (until 4.0). Since tabs were added recently, opening existing files is relatively simple but opening a file in existing instance is not possible until we setup a server like this.
We can use TCPServer. No need for UDP. :)
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What is current status? Anyone working on this?
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As far as I know none of the contributors focuses on this right now. I think the current focus is on making Pixelorama somewhat feature complete as a standalone app that anyone can use even if they don't develop in Godot or make games.
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I started working on this just a couple of days ago. After some testing, I found that plugins and the game use the same Autoload-singleton and Input maps. This might create some conflicts with the existing game. I haven't found a way to separate them or constraint them to the "plugin workspace" . Also , Pixelorama is very mature and uses a lot of custom Menus and similar UI which won't fit in Godot (in my opinion). So having Pixelorama independent of Godot Editor is the way to go.
Instead we can have some sort of protocol along with a helper plugin in Godot which will facilitate communications. This way other programs can leverage it also. For example: Other engines, say Unity , can have some sort of plugin to connect with Pixelorama.
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I would like it yes. It can work well as a tab imo. The key here is how seamless it is to edit/create sprites. Is it a button away or many clicks away?
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In the meantime, I've made an import plugin that lets you use .pxo project files as images in Godot without manually exporting to PNG. All you'd need to do is save the project file and Godot will auto-import it :)
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In the meantime, I've made an import plugin that lets you use .pxo project files as images in Godot without manually exporting to PNG. All you'd need to do is save the project file and Godot will auto-import it :)
I like this approach much more. Godot makes it possible to set an external editor for scripts so I wonder if the same API can be used in the plugin to do such assignments for .pxo files. So they could be opened in Pixelorama directly from Godot's file system panel.
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Related Issues (20)
- Playback and Preview of Selected Frame Gifs and APNGs are Slower Than They Should Be HOT 19
- Blurry Text in Menubar Context Menus HOT 1
- Fill bucket similar colors crash if selecting multiple linked cells
- Program Built-in File Maker
- Pen pressure detection does not work
- Default Palettes can not be deleted/renamed HOT 3
- Switch Left and Right Colours shortcut activating when it shouldn't
- Shading tool Hue Shifting should allow for negative values HOT 2
- Blend modes not working on all GPUs and performance issues
- Program can sometimes crash when resizing images HOT 1
- version 0.11.3 reset custom brush when switch another tool HOT 2
- Pixelorama Crashes when run from the Godot Editor HOT 2
- Export to SVG HOT 4
- Tar.gz inside zip HOT 4
- File won't open either save! HOT 5
- My project doesn't want to load HOT 7
- When saving project for the first time (or Save as...), other .pxo files are not shown in the selected folder HOT 1
- Last pixel of drawn line (under cursor) is not represented in preview, giving the impression that line will be shorter
- the cursor have not transparency HOT 1
- Color picker in Top color mode selects fully transparent pixel from top layer HOT 1
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