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(+1)

When's the mac port coming? :)

I tried to compile a mac version, but for some reason the zip file, which comes out from godot, is just the half size of all other OS version. And I can’t test it because I don’t have a mac. So I need to think about a way how to test it. I don’t have the money to buy a mac^^

(1 edit)

You could try out Microsoft AppCenter to build the app, they have a free tier that's just limited in build time per month: https://appcenter.ms/

Another +1 for a macOS version.

Another request for a Mac version. I'm sure some of us Mac guys could test out the Mac export for you if you needed an assist. Looks like a great tool. No pressure though, juggling multiple OS releases is tough.

+ for mac version. The tool looks awesome. I would like to use it but OS switching isn't really convenient way.

Hello! This tool is EXACTLY what I needed for a long time. I didn't had to think long about purchasing it :) I hope you can consider making a Mac port (I've heard it is possible to compile Godot project for MacOS under Linux). Cheers!

(+1)

Looks great! I've been keeping track of this through your youtube channel and really looking forward to it

Just wanted to ask about a Linux version? Do you have any plans on that?

(+3)

Thank you. 

Yes, I work currently on a linux version. After I set up a linux pc, i will try to compile a linux version.

(+1)

I'm interested in trying it on Linux also

I released a Linux version, but please try first the Demo. I tried it only on Ubuntu and there it worked but i have less experience with linux. If there is a problem, please let my know.

I also would like to try the linux version

I released a Linux version, but please try first the Demo. I tried it only on Ubuntu and there it worked but i have less experience with linux. If there is a problem, please let my know.

(+1)

I released a Linux version, but please try first the Demo. I tried it only on Ubuntu and there it worked but i have less experience with linux. If there is a problem, please let my know.

Deleted 1 year ago
(1 edit) (+1)

Thank you. 

Current Texture size limit is 512 x 512 px. This limitation is just because of the godot 3.3 version, streaming currently a lot of high res textures frequently (while drawing) is currently a bit slow in godot and i don not have, as far as i know,  directly access to the opengl functions in godot.  

This will be much better with 4.0 and Vulkan ,i hope.

Deleted 1 year ago

Have you tried multi threaded settings and batching? Also you can try to switch to C# mono version of godot

Yes, there is already muli-threading in and I use only C# (I don't like GD Script ^^).

I guess the problem is how godot loads the data to the gpu, allways the full image. You can't upload just an small array without direct openGL access.

i see, well good job anyway :D

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