Orama-Interactive / Pixelorama

Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features. Available on Windows, Linux, macOS and the Web!
https://orama-interactive.itch.io/pixelorama
MIT License
6.9k stars 378 forks source link

Viability of mobile (Android) build #1067

Open pacjo opened 1 month ago

pacjo commented 1 month ago

Pixelorama version: v1.0 (855f72aa5cd78b75cfa287a899e9c38e76212d3a)

OS/device including version: Android tablet (Mi Pad 6), LineageOS 21

Issue description:

I saw there's no official support for mobile builds, at first I thought it was caused by godot 3, but after update to 1.0 (congrats by the way) and switch to godot 4, I decided to give it a try.

When opening the project for the first time a bunch of resource related errors appear (but the same happens on desktop, so probably nothing important). Running it regardless of the popups works fine.

Screenshot_20240804-161300_Godot Editor 4 Screenshot_20240804-161324_Godot Editor 4

Stylus (Xiaomi Smart Pen 2 in my case) works out of the box (even with hover support). Nothing crashes, most things look right (aside from smaller screen then on desktop).

Of the issues I noticed, it looks like some fonts are pixelated (mainly in the menus, maybe #1065 related?), I also couldn't find a way to switch to the right tool, there's some wierd graphical issues along pixel edges on the canvas and Pixelorama complains about missing some .json palette file. Palm rejection could use some work too, but that's a minor thing.

Screenshot_20240804-161426_Godot Editor 4 Screenshot_20240804-161456_Godot Editor 4

Also undo / redo (as well as other shortcuts) are... hard to use without a keyboard, but this could probably be fixed with a custom toolbar showing a couple of user defined buttons. (I'd like to add this, can you point me to the relevant part of the code?)

Also I feel like it's important to say, that I use only basic functionality of the app, so I wasn't able to test more advanced features.

Steps to reproduce:

  1. Import project into Godot
  2. Select Edit to see the above mentioned errors
  3. Select Run to successfully run the app

Screenshot_20240804-161657_Godot Editor 4

EDIT(s):

pacjo commented 1 month ago

Uhh, this probably should be in discussions instead of being a bug report, can you move this? Sorry.