Open Keevle opened 4 years ago
Does the same thing happen for you on Piskel's site? https://www.piskelapp.com
Maybe you should report this on the piskel repo.
@Bouh I was able to test this as part of my other efforts. This doesn't appear to be an issue using the online Piskel site. It appears to be specific to GD5. I can import a gif and save succesfully using piskelapp.com, but when importing a gif (or a .piskel) into GD5 ,while it appears correct at first, after hitting save none of the frame .png files are created.
Things I've tested:
All of them look correct in piskel, but as soon as you hit save, they show up as this:
Looks like the last images I successfully imported was in b96. I was unable to successfully import any files using Piskel in b97 or the build of b98 we were testing with.
This appears to be happening in more and more areas, or progressively getting worse. Here's a sample video with me running through this and a 9-patch object.
Steps taken in the video: Created a new 9-patch object Import a png Crop the png Save the file as the 9-patch object. (Already visibly failed to import/broken image) Attempt to apply the object to the scene. Reopen the object. Import the source png again Do not crop it Save the file. Still broken. 2020-07-13 09-00-59-1.zip
Other things I've tested: Creating a sprite object Manually adding the image using the + ADD button. (Works fine) Clicking EDIT WITH PISKEL to attempt other changes. Saving changes. Image is now broken.
Some additional testing:
@4ian @Bouh This bug only seems to impact GD5's implementation of Piskel, not the main standalone app. Any chance something's going weird with GD5's permissioning?
this is a part of Piskel's design. As a pixel art app, one thing it does is limit the palette colours, so when you import something with complex gradients, it turns them into pixel art and tries to reduce its palette. Having a very limited and strictly managed palette is good for pixel art, but not good for high res art with millions ofcolours.
I recommend not using piskel if you are going with a higher res/modern style for your game. It has nothing to do with gdevelop, so you can close this bug.
At one point I thought of adding another external editor https://github.com/thenickdude/chickenpaint but it does not support animation like piskel does
Maybe we should improve the interface to make this kind of limitations explicit.. Closing in the meanwhile!
@4ian @blurymind Just to confirm, are you replying to a different issue?
This issue is specifically about Piskel not allowing importing of image files and/or being blocked by AV software in GD5, but not in the separate downloaded piskel app.
Edit: nevermind, I'm not replying to the right issue. :D I misread the original issue while finding an unrelated one.
@Silver-Streak replying to the original post - the link shows one of piskel's designed on purpose features - to reduce colour palette of imports.
The user filed it at the wrong tacker, thinking its a bug, while it is a feature.
@4ian is correct that perhaps piskel needs to have some sort of a warning when importing images and reducing their colours, but again it is something for piskel as a project- not gdevelop
So in turn that means Gdevelop is limited to "Pixel art" games? Cause the only way to import is via piskel from what i see@blurymind
@Keevle you can just click "add" on the main object screen instead of edit with piskel, and then select your image file.
https://streamable.com/1dmp02
The video says it all