

0fd679d975 Removing tmp pngs from Paint Tool source.c186f88853 Changed new file command to dynamically create sprite and tilemap images and automaticlly make Sprites and Tilemaps folder.b2c3875a1a Removing tmp pngs from the Workspace Tool.94af3be0a8 Fixing build script to include new shared Sprites folder.

Here is a list of the most recent changes: v1.0.17 To learn more about Pixel Vision 8, check out the documentation, explore the examples, join the Discord server, and visit the main website.ĭue to how large and complex the codebase is, these incremental builds help reduce the time between releases and allow the collection developer feedback. In addition, you can see the current open issues here or use one of the following links to submit a new bug, feature or question.

0bda0c8ec4 Fixed PixelData resize to correctly clear the pixel array and cleaning up color selection/preview in the Paint Tool.0d7a253c00 Fixed issue where sound would stop after too many sound instances had been played.d85aef6ed8 Fixes to export in SFX Tool.Here is a list of the most recent changes: v1.0.18 Please make sure to backup your Workspace before running this or any new build of Pixel Vision 8.ĭue to how large and complex the codebase is, these incremental builds help reduce the time between releases and allow the collection developer feedback. This project is continually updated, and automated builds are made available to allow users to preview new features, bug fixes, and optimizations to the underlying codebase.
PIXATOOL REVIEW DOWNLOAD
You'll be able to download a preview build of Pixel Vision 8 for Windows, Mac, and Linux below. I'll get it working correctly for the next release.
PIXATOOL REVIEW UPDATE
One final note, I am still trying to update the Paint Tool, so it may not work as expected or crash. With the exception of setting colors, it will basically work like before. The sprite parser will automatically add the mask color, so you don't need it in the colors.png file. That means whatever color is set to color 0, it will be transparent. I'll have to document it, but long story short, color 0 is the default mask. I've tried to make this change as transparent as possible, but there are some big changes to selecting colors and some of the APIs that use colors. The most significant change is that the mask color is now 0 instead of -1. This is an early preview of the new renderer. A lot of tools are broken, changes are not documented, and there is a new version of the core engine called PV8 Lite that is intended for developers looking to build games in pure C# as close to the metal as possible with no extra dependencies.

This is an experimental build of a new renderer and APIs.
