Thank you so much!
Orama Interactive
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We are all born artists, humanity is art. As children we're always seeking coloured pencils and papers, some of us stop seeking that after they grow up, but the urge is still in them. We're constantly afraid of being bad at art or we're undermining our skills but in reality we don't have to be good at something to enjoy it.
People with greater artistic skills are just trained more. They have either studied art more, they have given it more time to develop and they are developing other skills too like being observant of your surroundings and grounded. Art is a journey through our minds, everyone has it and can also be trained like a muscle anytime as long as we're breathing!
With those in mind, we are very happy that our application is trying to help you reestablish your connection with your inner artist, this is the best thing we could ever ask for!
~ Erevoid
The Steam version is paid mostly as a way for people to support Pixelorama's development. The itch.io and Steam versions don't have any differences, apart from the fact that Steam users benefit from certain features that come from Steam itself, such as auto-updates and achievements, and perhaps cloud storage in the future. You can read this FAQ for more information: https://orama-interactive.itch.io/pixelorama/devlog/720195/pixelorama-is-coming-...
Hello, thank you for reporting the issue! This is very weird, I just tried launching it on Firefox on an Android phone and it run fine. Perhaps it is some kind of issue with the mobile version of Firefox happening on certain devices, but I'm not sure why. We'll definitely keep this issue in mind though.
Thank you for the kind words as well, and we have plans on making an Android version sometime but it's not yet sure when, because right now we're focusing on improving the desktop and web versions a bit more, before having another version to maintain. But it will definitely happen some day, so stay tuned!
Hello, thank you for the feedback!
- These are good observations, we will keep them in mind!
- Do you mean a button that resets the canvas to view, or a button that centers the image content? If you want the first, it already exists. Select the zoom tool, go to its tool options on the right side and click on "Fit to frame". This will make the canvas be as it was when you first made the image.
- Thanks to our contributor Variable, the Erase blend mode will be available in version 1.0.4!
Hello, can you provide more information about the issue? What happens exactly when you try to export?
Older versions are available from Pixelorama's GitHub page, you can get 0.11.4 here: https://github.com/Orama-Interactive/Pixelorama/releases/tag/v0.11.4
Just keep in mind that pxo files, palettes, shortcut profiles and layouts saved with 1.0 cannot be opened by older versions. Extensions made for 1.0 also do not work in older versions, and vice versa.
Hello! Yeah this may be a multi-monitor issue. You can try clearing Pixelorama's settings to see if that fixes the issue for you. You can do that by deleting the "config.ini" file found in C:\Users\[USERNAME]\AppData\Roaming\Pixelorama\ if you are on Windows, ~/.local/share/Pixelorama/ if you are on Linux, or /Users/[USERNAME]/Library/Application Support/Pixelorama/ if you are on macOS.
Hello! You can export your project as multiple png images, one for every frame, or you can export all of your frames into a single spritesheet, which you can later import to Unity. More info about exporting here: https://www.oramainteractive.com/Pixelorama-Docs/user_manual/save_and_export#exp...
The difference between itch and Steam is quite significant. Right now, the daily average of sales on Steam is 5 (although these last few days it has gotten lower, 2-4 per day), while on itch we get 0-1 donations per day, with some rare days getting 2 donations. During April, 22 people have donated on itch, which resulted in $175 gross revenue (itch lets people choose how much money they want to donate, so some people give less than the default value which is $9.99, and some give even more). On Steam, Pixelorama has sold 265 copies during August, resulting in $2400 gross revenue. Of course we will get less than that due to the 30% cut that Steam takes, and August was a good month because it was just after the Steam release, so from now on the amount of copies sold will become less and less (unless Pixelorama gains more popularity).
If Steam had a pay what you want model like itch has, we would probably see a lot less sales, so it's not very fair to compare the two, as people can get Pixelorama from itch either completely free, or by donating a small amount, but in Steam they have no choice but to pay. But in general Steam has more people, and it has tools like the discovery queue which can bring more traffic to your Steam page (once you have reached 10+ reviews), and that helps. Our Steam page currently has double the impressions than our itch.io page in the last 7 days, but weirdly enough it has less actual visits than our itch.io page. Could be that the two platforms are counting visits differently, Steam only counts unique visits, but I'm unsure how itch counts page visits.
If you want to publish an app on Steam, go for it, you will most likely see more revenue than on itch.io. Just keep in mind that you have to pay a $100 fee for every Steam page you publish, but you will get that back once you reach $1000 in revenue. And it might be a good idea to have a period where your Steam page is public and you lead people there to wishlist it, before actually launching it.
As a temporary workaround, you can go to the View menu and disable "Display Layer Effects". This will disable the previewing of layer effects in the canvas, but they will still be applied in the exported images. Layer effects are currently hindering performance, we're currently considering ways on how to improve that.
Hello, thank you for the feedback!
- We could look into creating a custom file browser that has thumbnails, but for now you can enable native file dialogs from the Edit menu, Prefrences, under the Interface category. This option will use your operating system's file browser.
- This will be fixed in the next update!
- This is an interesting observation. Right now, when merging two layers together, the layer above keeps its opacity, and the layer below also keeps its own opacity, which makes the top layer appear to have less opacity than it used to. What would be the correct behavior instead?
The rest of the ideas all sound useful and we're noting them for the future. For .gif importing, it's technically already possible if you have FFMPEG installed, and you put its path in the Preferences, under the Startup category, but eventually we'd like to add .gif importing without having to rely to FFMPEG.
Thank you very much for the feedback!
- Do you have any example projects that we can use to replicate the performance issues? Or at least can you let us know how many layers and frames your project has? Posting your device's specifications (such as the operating system, CPU, GPU, RAM etc) would also be helpful!
- Gaussian blur is coming in the next update!
- That is a good idea, noted!
Hello! I think I may have fixed the issue. The fix will be available in the next version (1.0.3), but if you want you can download the nightly version to confirm whether it has indeed been fixed. https://nightly.link/Orama-Interactive/Pixelorama/workflows/dev-desktop-builds/m...
Hello, thank you so much for reporting the issue! I tested a project with 256 frames, and there is indeed a significant performance decrease in v1.0 compared to v0.11 when changing any kind of setting in the export dialog (which includes the amount of rows/columns in a spritesheet). This is due to the new layer blending system that supports blending modes, which did not exist in v0.11. However, it is possible to make this faster by simply caching the blended frames once when the export dialog appears, instead of re-blending them every time something changes. I am currently working on this and it should be available in the next version, so you shouldn't experience any slowness when changing the number of rows/columns.
As for the 6 rows turning to 12 issue, I cannot seem to replicate it. If you have any exact reproduction steps, it would be very helpful!
Hello, thanks for the bug report! The palettes should be at `AppData/Roaming/pixelorama/Palettes/`. It seems that, for some reason, Pixelorama is not able to save palettes in your computer. Do you have an antivirus installed that is perhaps preventing Pixelorama from saving files to AppData?
Also, can you check if the folder inside AppData/Roaming starts with a capital letter? It should be "pixelorama" and not "Pixelorama" as it used to be in versions 0.x, but Windows is not case-sensitive and can't tell the difference,.
Hello, thank you for reporting! This is most likely an issue with the macOS version of Chrome and SharedArrayBuffer, which Pixelorama 1.0 requires. While there's not much we can do right now, in a future version this will not be required anymore and Pixelorama should run fine again. For now, it's best to download the desktop version.