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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 251 days 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 251 days 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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