matriax @ 2/1/2018 03:26 commented on Big Bird

Hi guys! , just let you know my pixel conversion Pixatool got a price drop following the planing at the price people voted in the twitter poll weeks ago https://kronbits.itch.io/pixatool

@Hapiel Finally tested the new demo version with the new features and bugs fixed?



 
matriax @ 1/5/2018 01:16 commented on Big Bird

Hi,  @Hapiel

Just updated the demo version using the last released version =  PixaTool DEMO 1.32

This one is less limited and with all the last sliders added.



 
matriax @ 1/4/2018 08:23 commented on Big Bird

Yep, the problem is that demo is based on version 1.14 if i remember well, and the actual is 1.32, losts of features has been added like VIdeo Esporter, Batch procesing or 720p editing etc... so yes is a veru very bad demo :P

You export at the same size as imported. If you set 1x pixelation then the image exportes will be 1x obviously, but if you add any pixelation and export, you will need after to use PSP, aseprite or whatever to resize to 64x64 or whatever to get the 1x pixelation.

Is one of the things i'm trying to work but not easy due all the stuff is done at same time and plugins, shader,etc..., seems easy just resize but not as all is built to work now. SO, will see, hope to achieve it :)



 
matriax @ 1/4/2018 07:52 commented on Big Bird

@hapiel

See the videos on youtube to get a full idea of all the stuff can be done in full version. The demo is mainly to know the app will run on your machine and with some options to play around.

PixaTool Youtube PlayList

1.- The demo only works with 512x512 1:1 ratio images. The full version any ratio at 1280x720 max resolution

2.- In full version either, just exports as the same resolution imported as listed in the limitation list on the official page. BTW, working on it.

3.- You have default palettes, a custom 32 color palette to choose from image or using the RGB values or sliders on in Special FX a color quantization based on posterize using Bits of color, in full version.

4.- The outline thing is removed in full version. Too many problems with other shaders applied at same time :(

5.- In full version you can double click on a slider and goes to default value.

6.- The dither is applied to all the canvas app, but when exported you only exports the image size with the dither.

7.- The slider values and shadders are applied to all the canvas app not only the image. Again only exports the image with the original size imported.

8.- Pixelation W/H. W= Width and H=Height , is to get the CPC/Amstrad style with brick pixels like 2:1 or whatever. In the Demo the Pixelation H not works, is based Width/height with the same slider.

I have to do a better demo, is based on an early version and too limited. As i said see the youtube videos or gifs here about some image process : PixaTool Showcase on Cartrdge



 
matriax @ 1/4/2018 01:02 commented on Big Bird

As other asked for updates, just to say my pixel conversion tool finally has been released as standalone:

https://kronbits.itch.io/pixatool



 
matriax @ 12/14/2017 18:17 commented on Big Bird

Thanks @Hapiel !

Here images without dithering, due uses my 128 color palette and gives a good quality without them:

https://cartrdge.com/davitmasia/comparision-using-my-new-128-color-palette

About applications for example, people doing 3D render stuff that wants to change to some pixel style for their game.



 
matriax @ 12/14/2017 01:15 commented on Big Bird

Hi, Somebody said Pixatool? developer here! :P ,

This are the Best nine exported images using PixaTool at the moment:
https://cartrdge.com/davitmasia/bestnine-of-pixatool-2017

1. Painted/Grass/Matriax128c(My palette)
2. 2 Photos/Faces/16-32c custom palette
3. Painted/Bricks/Matriax128c
4. Painted/Face/16c custom palette
5. Photo/Potrait/256c palette
6. Painted/Landscape/AAP-64 color palette
7. Painted/Wood/8c custom palette
8. 3D Render/Potrait/256c palette
9. Painted/Water/8c custom palette

I'm focused mainly bricked-style due i'm doing a 3D dungeon game prototype, so had more time looking the best preset, here a video:
https://www.youtube.com/watch?v=6kJAlDvtFRk

Btw, as you can see works great too with faces, water, wood, grass(Personally best conversion) and if they are photos or 3D render, just i need to do more examples of the others, specially the 3D render ones that are really the ones that will work best due have the lines/forms/gradients better defined than painted ones ;) .



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matriax @ 2/16/2016 06:25 commented on Shadows of Adam - Volcano Scene

Love it! This game will be awesome! :D



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matriax @ 8/27/2015 23:49 commented on Super Mutant Alien Assault

Simply perfect! :O



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matriax @ 8/27/2015 11:28 commented on Jorogumo

Love it! :D



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matriax @ 2/8/2015 11:39 commented on Undergorund

How can you abandon a project after do that? HOW!? ¿Are you also a programmer or was a collab and he abandon the game?.



 
matriax @ 11/18/2014 03:29 commented on Big Bird

Hi, about my pixel-art animations are recorded from my game that is all pixel-art using 8 colors. I recorded with fraps and after in photoshop "save for web" to create the final .gif .

I get the point you are talking and well i not see nothing in the rules but if is not allowed the mods can delete it i guess or if this violate i can erase, no problem with that, i can understand it ;). I think is obvious the scene is recorded but i can add a tag or add in the comments something like "THis animations has been recorded" or similar to be more clear.

-

Also, i found this days ago, i don't know if was talking here, so, this can be considered pixel-art?:

http://danfessler.com/blog/hd-index-painting-in-photoshop

Imagine i draw a painted background and apply an effect or methods that change to a pixel-art one that is not way to know that was converted. I can draw tons of textures o get hand-made textures from internet and convert to pixel-art and upload to my account...  This can be named as pixel-art? Or pixel-art is only the things we know that they are made pixel by pixel?

IMHO, pixel-art is a process where the people draws things pixel by pixel. A scene, texture or whatever can be named pixel-art even if they are not draw pixel by pixel if they meet the criteria.

P.D. Hope i explained well and you get my point, my english sucks :S



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matriax @ 11/5/2014 10:58 commented on Neverending straight

Love it!



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matriax @ 11/4/2014 06:46 commented on Mighty Retro Zero - Yeti Enemy Test

Well, a new version is uploaded at: http://kronbits.itch.io/mighty-retro-zero

Now the two forms works. With pressing only jump or pressing jump+direction.

Happy now? :P



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matriax @ 11/4/2014 01:27 commented on Mighty Retro Zero - Yeti Enemy Test

The problem is that you no need to press any opposite direction. You only needs to press z in the air near a wall. The player will change automatically the direction and jump, so you only have to press one key instead 2.

In the new alpha uploaded i added a texts explaining in each zone hot to climp the rope, slide and wall-jumping to be all clear possible ;) .



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matriax @ 11/2/2014 15:14 commented on Mighty Retro Zero - Yeti Enemy Test

Jaja yes, i guess i have to change the snow ball sprite to something with blue/grey shadow tones to be different :P



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matriax @ 11/2/2014 10:59 commented on Mighty Retro Zero - Yeti Enemy Test

Yes, the dead will be improved with more randomized explosion. This is a test with the minimun to get working ;) .



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matriax @ 10/31/2014 09:48 commented on First level to learn all the basic skill

Tonight will be a new playable alpha (0.11) and will be release for Windows and MacOS! ;) (Linux version maybe if i get somebody that can create a wrapper with Wine/Crossover).

The changelog for the tonight alpha is this:

Alpha 0.11 (31 Oct)
-------------------------------

- Improved menus: More simple, clear and beatiful!
- Earlier level with intuitive features learning

- All the player directions seems been solved now(Or major part of them)
- Jetpack fuel disappears when you are at 0.
- Jetpack maximun speed decreased from 200 to 120 (Less chaotic).
- Bloqued the roof of the game to no jump out from the level.
- Improved collisions! (Deleted irregular walls).
- Shoot up corrected while stand in the ground.
- You can shoot down in the air! :D
- Horizontal Portals corrected.
- Solved Bug that make you can't shoot sometimes.
- Now you can up the rope without jump or be in the air.
- No vibration at the top of the rope. When you are in the top the player stops like a platform.
- Deleted the "plane" feature when you press down.
- Initial sound decreased from 100 to 25 for not kill the potential headphone users.
- Added a sign at the end of the level to be more clear the direction to finish the zone.
- ESC added to back to Main Menu. ESC in the Main Menu = end application.
- Improved Gamepad controls/directions.
- Added the text "Fuel" when pick the item.
- Slide/Crawl skill edited. Now you can slide from a stopped position with no speed decrease.

The new alpha will be online in 3-4 hours i guess.



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matriax @ 10/27/2014 07:08 commented on Old and New menu for the next Alpha(maybe this week)

Well, you can vote here on steam ;) http://steamcommunity.com/sharedfiles/filedetails/?id=308914920



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matriax @ 10/27/2014 07:05 commented on Old and New menu for the next Alpha(maybe this week)

And in the new alpha you will can shoot down! :D



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matriax @ 10/24/2014 15:08 commented on Mighty Retro Zero - Animated Arkanoid Banner

Yes i know the grey and the pink, but the 8 colors are the palette are from the gamejolt webiste, that i forgot to mention, not are chosen by me ;)



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matriax @ 10/21/2014 00:13 commented on Unwritten Tales 1987

Simply perfect! Now imagine something like this on a Space/King quest old game :P



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matriax @ 10/21/2014 00:11 commented on Unwritten Tales 1993

vierbit how much hours? :O



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matriax @ 4/30/2014 14:01 commented on My Megaman Design

Love it!



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matriax @ 2/18/2014 06:01 commented on RPG Backgrounds

Simply perfect!