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Messages - Kasumi
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Challenges & Activities / Re: The Daily Sketch
« on: June 21, 2018, 01:35:30 pm »

Challenges & Activities / Re: The Daily Sketch
« on: March 04, 2018, 09:38:49 pm »

Challenges & Activities / Re: The Daily Sketch
« on: March 03, 2018, 07:02:20 pm »

General Discussion / Re: Aseprite changing the color of the "mask"
« on: February 24, 2018, 09:24:15 pm »
Edit, preferences, background

General Discussion / Re: Topdown Gravity
« on: June 03, 2017, 05:32:58 pm »
Mario Luigi Superstar Saga is a game like this with lots of gameplay involving gravity. It's basically a 3D gamestate with 2D graphics.

The Game Boy (Color) Zelda games, (and Minish Cap) allow jumping. For the Game Boy Zeldas, the height of the jump basically doesn't seem to matter. (There is some cuteness with raised switch blocks.) If you're grounded, you'll fall in pits and collide with enemies, if you're airborne you won't. All solid collision detection works the same.

I've programmed both types, I just used variables called Z, and Zspeed in addition to my X, Y, Xspeed and Yspeed. I do with Z and Zspeed what I would normally do to Y/Yspeed in a side scroller. To render the sprite, you just subtract Z from Y to get the right vertical position. Shadow rendering in the Game Boy way is just draw the shadow at X, Y.

If grounded and the jump button is pressed, set Zspeed to jump strength, set player to airborne.
While airborne, add gravity to Zspeed, add Zspeed to Z.
If Z is less than 0, set player to grounded, set Zspeed to 0, set Z to 0.

That'll get you to the Game Boy Zelda way. As eishiya mentioned, collision detection and representation of the collision map gets more complicated to do something like Mario Luigi Superstar Saga.

Challenges & Activities / Re: The Daily Sketch
« on: April 23, 2017, 04:13:23 am »
@Night: Cool leaves!
@Ambivorous: Nice noses!


GoPro: Pole Vaulting with Allison Stokke

I don't watch TV

Challenges & Activities / Re: The Daily Sketch
« on: March 27, 2017, 09:29:01 pm »
Went to an auction.

Didn't buy anything.

General Discussion / Re: Is Pixen worth 15?
« on: March 14, 2017, 10:30:12 pm »
Ignoring the drama, I'm not sure I understand.  You want to know about Pixen for Pixen specifically, or you're looking for any useable pixel program on Mac?

If you're looking for a program with these things:
The features I want are OSX version, modern RGBA colors, assignable second mouse button (for secondary color, not something like context menu which I hate) and possibly a fast way to view a tile repeated many times (to check the seams).
Then try Aseprite which does have those things, and also a trial version.

If you want to know about specifically Pixen because you're interested in the features of all tools for mac to get feature ideas from, then... I can't help.

I can't assign the index 0 to all the black in the canvas, right?
I'm confused. Isn't that not what you have? You have a black index for that part that changes, and a different black index for all the parts that don't, right?

If you did want to make all the black in the canvas a certain index, you can ignore the index component and use a color replace. (using an RGB color for the "to replace" field and an index for the "replace with" field.)

Note that the entire image reappears when the one index is edited.
As opposed to this where you don't ignore indexed:

Note that just one index reappears when the one index is edited. (Well, two indices, but the initially white one isn't visible on the canvas in the gif)

If you just want to swap indexes, you can do this:

Which is admittedly kind of a hack, but still.
Basically x-swap is the above, swap is the above+click remap.

And if you want to change the transparent index, it's sprite, properties. You can click and drag from the current color to eyedrop or click and set it regularly.

But I might still be missing a "trick" in your image since I can't see the whole palette.

Is it that you have exactly one pink index, but you're somehow able to have only some of that pink change after the swap?

Or is it that you're using exactly one black index (in the image, not your palette obviously), but you're somehow able to have only some of that black change after the swap?

Or is it something else? In other words, I can totally set up a situation like that gif in Aseprite, but whether it actually matches your workflow I'm still not sure. Edit: It's also possible I'm dumb and you're showing what you don't want, and the edit color thing is what you were looking for. Well, let me know.

Trying Grafx2's palette editor, the things it has that Aseprite can't do seem to be merge (talked about earlier), swapping multiple palettes at once (due to the swap above being a hack), gray, neg, and the histogram.

Edit2: Actually one caveat. If you do the color replace like this, it seems to change the transparent index as well if it has the RGB value. If you don't want that, you can make it something that doesn't match the other indices. Since Aseprite can display the transparent color as checkerboard (or a solid color that doesn't match the actual RGB value of the index at all), you may as well change it. It's one color change vs. many for this use.

General Discussion / Re: Pro motion animation features
« on: February 26, 2017, 02:06:35 pm »
I guess it's worth saying: I make homebrew NES games. I work primarily with a fixed palette I have no control over. So advanced palette manipulation is not a thing I do. If you have need of a lot that, there are better programs for those needs. It's just that I often see, "Aseprite can't." And I'm like..., "But..." If you (or anyone) chooses Pro Motion or whatever over Aseprite knowing what both have, it's fine.

Here is the Aseprite issues list for feature requests and  bugs:

I will create some things there based on this topic, but anyone is free too. One of the very cool things about this program is that it gets a lot of updates, the dev is responsive to issues. It is certainly behind other programs in some aspects, but it is getting lots of features while they are not.

Agreed. That's what confused me so much,  didn't understand why it was there!
The first answer: Aseprite is not an indexed only tool. RGBA can play too.

For pixel art purposes, it allows you to quickly add colors to the palette based on colors in the palette.

It also allows you to paint with opacity or with whatever colors you want not in the palette. And the blended result will give you the closest color in the palette to what it would have been in RGB mode. (More or less.) This is a color not in the palette painted with 50% opacity.

If you don't mind a little dirty tools before your cleanup step.  ;)
That makes it workable, not the same as directly editing the indexes themselves
Can you write a description or make of a gif of this in some other program? I'm afraid I haven't been able to understand. And while Aseprite surely can't, if it's an interesting thing I (or you) can request it.

Can I resize a selected thing by percentage/pixels, or can I only do it with the sliders?
Just sliders as far as I know.
Can I delete the thing I have selected? Like erase it? now I have to cut it, which also removes whatever I had on my clipboard, or drag it out of the screen, which seems silly
Are we talking about the pixels or the selection? Edit->Preferences->Editor->Keep Selection after "Edit > Clear" is a thing to maybe uncheck if it's checked.

When unchecked, delete (edit->clear) erases the pixels, and destroys the marquee.
If you want to destroy the marquee and apply pixels to the image, ctrl+D (Select->Deselect) works always.
Right clicking and dragging can also destroy parts of a selection or all off it.

In a certain mode of Aseprite (which I think is the default?) a single left click anywhere not on the selection with a select tool active will do it, which is probably closest to what you want as a GGgale user.

On the context bar with a selection tool updated are those buttons.

The left one means left clicking and dragging (without a modifier) will create a new selection.
Left clicking outside a selection (without a modifier, without dragging) destroys the current selection.
Right clicking (without a modifier) subtracts from the selection without destroying it.

The middle one is left clicking (without a modifier) adds to the selection.
Right Clicking (without a modifier) subtracts.

The right one, both left click (without a modifier) and right click (without a modifer) subtract from the selection. Which is more for people who like to switch than for general use.

You can add to the selection and subtract with modifiers regardless of mode as well. I like right click subtract, left click add and the hotkey for deselect.
Can I do this too in Aseprite without numbering my frames?
Nope, that's pretty cool in GGale!

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