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(+1)

Hello!

Are there any news in regard to development? :)

Have a good day

Hi,

unfortunately, currently I’m a little bit behind. My son was born 3 month ago and I couldn’t do as much as I wanted. I’m really sorry for that. 

But I will continuous from next week on.

I’m really sorry about this; I didn’t think I will have so less time to programming anymore. But I also enjoy the time with my son. 

But I'll try to catch up again.

Kind regards

I see, this is a nice and fair response. I understand weight of the situation that you are in - congrats on fatherhood!

I will patiently await until you will have again time for your other amazing creation :)

Have a good day

I would like to try the demo, and I already have it but I cannot move/minimize/etc the window because the top bar and the left superior corner are not visible in my monitor, most likely window app is biger than my resolution monitor, and I cannot see any tool.

What can I do?

Hello,

currently I would recommend a FullHD (1920 × 1080) resolution, to get the best user experience.

I’m also sorry, I though FullHD is nowadays the smallest resolution, so I didn’t noticed it in the system requirements.

With the next update I will also decrease the minimum window size; so I hope this will help you.

Thank you very much for the support.

I've already tested in another PC, and it works great! I think is a great little piece of software, very usable for people or developers with this kind of requierements.

I'm going to test a bit more, but already liked it :)

(1 edit) (+1)

Hello, thanks for your work on this awesome tool!

I wanted to report a problem with the linux version, for some reason the window can not be resized, resulting in some of the UI being obscured by my bottom panel.

https://ibb.co/3YYtbD3

I also noticed the max zooming allowed is not enough for smaller objects, could the zoom limit be increased?

https://ibb.co/dBbDFf9

I hope these issues can be fixed.

Thanks in advance!

Hio,
thank you for the Information.
Yes it looks like there is less space for windows on Linux ^^, also there is no maximize button.
I don’t know Linux well is there a way to fix this?

For now I decreased the minimum window size; I hope all information and buttons stay on the screen. So with the next update the minimum screen size will be lower.

Because of the collision detection, the mesh shouldn’t be too small, so in the “Scene Settings”-Tab of the Library it is possible to scale the mesh up to a certain size.

https://ibb.co/dJ42yDZ

In a future update I will automate this, that the mesh has always the right size at the start.

Thank you very much for your interest in my tool. :)

(4 edits)

Ahh, thats very helpful, thanks.

There should actually be more space available on my specific linux distribution, since the panel is actually smaller (or around the same size, not sure) then it is on Windows. (This varies from distro to distro), so I'm not sure whats going on there.

My screen resolution is 1920x1080.

There is also a maximize button in my case:

https://ibb.co/s6XykVs

It just does not seem to do anything for me, likely because of the minimum window size.

Decreasing the minimum windows size should fix this regardless of anything, thanks again!

I also have this problem where I can't maximize for whatever reason. I can minimize and maximize briefly while it's loading up and displaying the Godot logo. But afterwards the maximize button vanishes for me. I would assume you have resizeable checked in the project settings since it works on Windows.


I am not able to replicate this issue with Godot 3.3.2 under Linux. Have to check the github and see if anyone else is.


One option I could recommend as a temp fix. Is you could allow us to go into Fullscreen. While not really ideal but be an okay option for people who want to be able to see the bottom bar.

(+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 292 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 292 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

Viewing most recent comments 81 to 87 of 87 · Previous page · First page