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About shushustorm

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  1. @R C-R I also read your comment here: https://forum.affinity.serif.com/index.php?/topic/78555-affinity-designer-ipad-for-iphone-split/&do=findComment&comment=507425 I think the main issue in me explaining this is that Procreate has a very different approach of handling UI than traditional software UI, which is most of Affinity's UI. I do understand the concern about finger to screen size ratio, but that's just an issue with locked UI. Procreate is very excessive in showing you only what you need, which makes it very much both screen space efficient and workflow efficient. Procreate uses a number of solutions to get the UI running on, for example, 4.7 inch devices, most importantly being: Well structured menus - Most UI only appears when neccessary - Clear and understandable menu structure for easy and fast navigation - High amount of layers by only showing layers on the whole screen, when opening, aligning view to currently selected, and being able to scroll Gestures: - UI easily accessible, with gestures for UI icons (for example, holding color button selects last selected color, 2 finger swipe right on layer alpha locks layer, 2 finger tap on layer - set opacity, 2 finger hold on layer - select layer content) - There are quite a few gestures that give access to functionality (e.g. 3 finger swipe down opens menu for Copy, Cut, Paste), which is even faster than Affinity's tap & hold for cut, copy & paste. QuickMenu: - Can be invoked using a gesture (currently, double tap), can be customized to hold 6 individually selected features so you can choose which you need most for your workflow - Swiping into direction of a QuickMenu item chooses that feature - No unnessesary clutter, because most of the time, you probably only need a subset of what a software is capable of and for the cases of requiring something you rarely need, you can open a menu - A lot faster than non-gesture UI, because you don't have to think about where which button or functionality is located at among all the rich functionality, you don't have to precisely aim at buttons, moving the hand, tapping that button About seeing the artwork itself: When using Procreate, I am only working on the canvas in full screen mode. There is only a small button in the top left (or right, depending on settings) that is there to show the UI again. Other than that, the whole screen real estate is used for painting. Also, I don't know about your workflow and if those examples are neccessary, but I wouldn't use long layer names. For me, that would be a very artificial scenario. That just takes too much time to both write and read when working on that file later on. In fact, I don't explicitly name a lot of layers, especially using Designer, I am naming maybe about 1/50 of all layers, since I am using a lot of compound shapes and naming would just waste time and not even be useful. Also, 50 layers is very few for Designer or Photo (not for Procreate, but that's not a UI matter, but the layer limit that has been introduced for faster file save and load). At least if you structure them into groups and subgroups, which you should do? You can easily scroll through, for example Group1 * 2 Groups * 5 Layers (10 layers), Group2, Group3, Group4, Group5 - that's 50 layers already. Not meant for promotional purposes, but for reference: https://procreate.art/pocket Unfortunately, currently, there is no image of the app running in full screen mode. That mode hides the top menu bar. When looking at the images, I hope it's obvious that the buttons aren't too small to be tappable. In fact, most buttons are larger on my 4.7 inch iPhone using Procreate Pocket than those of Affinity Designer or Photo (, which I do like the size of, since it's less cluttered now since one of the latest releases) on iPad mini 5. Personally, I worked with 27'' iMacs and I couldn't stand it. I always had to turn my head to see different parts of the screen. Moving the mouse all over the screen was tiring or, when the mouse is set to a faster speed, it loses accuracy. I am using a 15'' Macbook and I do make excessive use of macOS's spaces, which I can toggle between. When working with Designer on macOS, for example, I mostly use full screen mode, showing no UI at all, using keyboard shortcuts. I don't want to look at UI. I want to look at what I am working on and that's why I try to get rid of UI as far as possible and useful, which also works great for smaller screen sizes and seeing all the screen at once, or, for iOS devices, being able to carry a small, lightweight device wherever I go. Anyway, just my opinion. I'm sure there are arguments to be made against iPhone, especially business wise. I'm not online here very often, so I don't really get involved in a lot of discussion, just wanted to state my opinion.
  2. I do think it's not an issue of too small screen size. Personally, I would even prefer the size of the display of the iPhone SE, with there being much larger phones now, which I find very inconvenient. The reason I think both Designer and Photo could run flawlessly on a 4.7 inch iPhone is that UI doesn't need to be scaled, as I described here:
  3. Keep in mind, though, the iPhone version of Procreate does indeed use a different UI layout than the iPad version. It's not just scaled down to the small screen size. The layers, for example, have similar real world size and the checkboxes seem like exactly the same size on iPhone SE as on iPad mini 5. Just like I mentioned in another topic, this would require Serif to overhaul the UI so that it suits the iPhone experience. Just uploading a current build that's checked for iPhone as well wouldn't do. That said, I don't face any problems using the iPhone SE digital keyboard. So you may be right about finger size. But even considering the OS keyboard may not be easily usable by everyone, you can still get away with UI of similar or the same size as there is on iPad. You just have to arrange it well. So even if the digital OS keyboard is a hurdle, which is different in size from device to device, third party developers may keep their UI scale on iPhone, so this doesn't become a problem.
  4. I'm not sure what you mean by that. The display size of iPad mini 2, 3, 4 and 5 are the same, the resolution is the same and the aspect ratio is the same. (source: https://en.wikipedia.org/wiki/List_of_iOS_devices#iPad_Mini) The most notable difference is the much faster CPU used by iPad mini 5 and 1GB more RAM for 5 compared to 4, the latter of which may only be accessible by the OS. That range of CPU power is available to iPhones as well, though. Especially when considering 2018 iPad 9.7 inch (6th generation), which does run Photo and Designer: iPad mini 5: 2,49 GHz hexa-core 3.145.728px (same for 2, 3, 4) iPad (6th generation) 2,34 GHz quad-core, A10, M10 3.145.728px iPhone 8: 2,39 GHz hexa-core 1.000.500px, 2.073.600px (Plus) iPhone X: 2,39 GHz hexa-core 2.740.500px iPhone XS, XS Max, XR: 2,49 GHz hexa-core 2.740.500px (XS), 3.338.496px (XS Max), 1.483,776px (XR) iPhone SE: 1,85 GHz dual-core, M9 727.040px I am using iPhone SE for painting using Procreate Pocket (, which includes about the ratio of features compared to Procreate for iPad as Affinity Photo for iPad compared to Photo for desktop) and it works very well. It will be somewhat slower when using demanding brushes in 4 mirrored mode, but that's to be expected when comparing the CPU specs to, for example, iPhone XS. Of course, the UI layout is different from the iPad version. Then again, it makes sense, since its aspect ratio is different. If Serif considers the iPhone market not interested enough for their products, especially compared to the major effort that would be required to create UI that suits the iPhone, that's understandable. But considering hardware only, I don't understand why there wouldn't be iPhone versions. Personally, I would even buy Publisher for iPhone. Just for reference, there are a few topics about iPhone versions: https://forum.affinity.serif.com/index.php?/topic/93108-iphone-app/ https://forum.affinity.serif.com/index.php?/topic/83494-pocket-version-for-iphone/ https://forum.affinity.serif.com/index.php?/topic/78555-affinity-designer-ipad-for-iphone-split/ https://forum.affinity.serif.com/index.php?/topic/76941-affinity-photo-for-iphone/ https://forum.affinity.serif.com/index.php?/topic/47837-iphone-version/
  5. I have been working on similar paintings for months and I do know the average amount of time I need for one of those. I have been using iPad mini 2, iPad 9.7 inch (2018), iPad mini 5, iPhone SE (the latter of which has smaller than the smallest iPhone screen size available at the moment) and when working with Procreate (or Procreate Pocket for iPhone), I haven't been any slower on iPhone than on iPad, not to mention being slower on mini compared to 9.7 inch. When working on details, you may need to pan and zoom some more the smaller the screen (if necessary at all, even that's depending on the workflow. For example, working on somewhat abstract paintings doesn't require that much precision), but larger screen sizes require much longer movements to reach the UI. Personally, in regards to UI interaction, I am much faster on iPhone than on iPad. Most of my workflow requires painting details, so that does even out with more pan and zoom on iPhone compared to iPad mini. My workflow was slowest on iPad 9.7 inch. The screen was big enough to make UI interaction a hassle, while not providing enough pan and zoom advantage to compensate for that. Currently, I would say the overall efficiency of my workflow is very similar on both devices that I am using at the moment (iPhone SE and iPad mini 5), with the only notable difference being the much faster CPU on iPad mini 5, resulting in faster export times. Personally, I would be interested in Photo and Designer for iPhone as well. It would make things much more capable on iPhone. I am currently using both Designer and Photo on iPad mini 5 and for a lot of things, you don't just require painting (Procreate), but also editing (Photo) and some vector (Designer). And yes, I do have my phone with me most of the time, but I wouldn't bother running around with my iPad, just in case I have some spare time at some point. I have painted hundreds of images on iPhone. Not would I just say working on those was at least as efficient as on iPad mini 2 or iPad 9.7 inch (2018), I wouldn't have had my iPad with me at all. So there wouldn't be any of those images, at all. Just for reference, there are a few topics about iPhone versions: https://forum.affinity.serif.com/index.php?/topic/93108-iphone-app/ https://forum.affinity.serif.com/index.php?/topic/83494-pocket-version-for-iphone/ https://forum.affinity.serif.com/index.php?/topic/78555-affinity-designer-ipad-for-iphone-split/ https://forum.affinity.serif.com/index.php?/topic/76941-affinity-photo-for-iphone/ https://forum.affinity.serif.com/index.php?/topic/47837-iphone-version/
  6. Thanks for your reply! Unfortunately, I cannot confirm that the touch "flatness" is responsible for this happening when I am working, since I am mostly using the sides of the tips of my fingers (rather pointy as well, just like the finger tips themselves). I will try to see if flatness makes things even worse, though. Maybe this will be an indicator. I do think this is an issue on the iOS side, however, one that you should be able to have at least some influence on. For example, I am getting this issue more frequently using Affinity software than when using Procreate in a similar manner (when I had done just some adjustments that didn't require zooming and rotating the canvas, I didn't face this problem using Affinity software, of course) and the issue showed up more frequently in Procreate before one of the patches some time ago. Still, it's far from solved there as well. Maybe you are both using API calls that either do some palm rejection under the hood or some API calls are simply corrupted since about 12.1 (this is where it started happening)? Maybe it's useful if Serif and Savage talk about their gesture implementations, since this is very similar, if not exactly the same issue? Also, note that this happened from one day to another, after I updated both iOS and Procreate. So I have been using iOS software for a few years and gestures have been very stable. Until 12.1. Of course, the fact that touch visualization shows the touches, yet it doesn't work, is a strong argument for incorrect (iOS) input interpretation rather than iOS not getting input at all.
  7. Hey everyone! It would be great if there was an option to "Edit in Publisher" for Designer and Photo. Best wishes, Shu
  8. Thanks for your reply! That's great! The file sizes did increase a lot during beta and linking solves this issue.
  9. Studio Link is a great feature. Well done! This can save quite some time! What confuses me, though: During the presentation, it was mentioned that files could be linked to, because otherwise the document's size would increase too much. Has this functionality been included since one of the latest builds? Because I was using a beta version and linking image files didn't decrease .afpub document size.
  10. Hey everyone! Please consider including saving and loading the studio layout to and from file (windows, toolbar content, tools position and content) for Designer, Photo and Publisher. This would speed up things when - using the software on multiple Macs - having the layout set back by an update (e.g. 1.7) - going from a beta version to the store version It took me about 45 minutes to setup the UI for Affinity Publisher, including Designer and Photo persona, on two Macs. Also, I think the Designer and Photo personas of Publisher should read the UI layout of Designer and Photo. Best wishes, Shu
  11. Exactly. When there are objects, those will be moved instead of the canvas zooming, rotating or panning.
  12. I agree this is very basic and would be very useful.
  13. Hey everyone! This feature request is for macOS as well as for iPad. It's great nested symbols is implemented now. I have a suggestion that would make things easier to see what's going on: It would be useful if there were different symbol indicator colors depending on symbol nesting depth. For example: Normal symbol: Orange Symbol that holds symbol(s): Yellow Symbol that holds symbol(s) that hold(s) symbol(s): Green ..... Blue ..... Pink ..... Purple ..... Red Best wishes, Shu
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