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  1. If pixels are painted to the extents of the canvas, alpha will export as expected. But I had a situation where the upper 50 pixels were all transparent. The map was a 512x512. But when I saved it, it would always save it as a 512x462. That's a problem. When I make the canvas a 512x512 and hit save, regardless of the content, it must save a 512x512 map.
  2. I make computer games. I've done it for 20 years. Its really frustrating that the only piece of software on the market that works with Alpha channels correctly is Photoshop. I *HOPED* that Affinity Photo would have done it right too (you'lve done a lot of things right). But as a game maker I need my image software to the following: 1. When I say a map needs to be 256x256 or 512x512 pixels, SAVE IT AS 256X256 or 512x512 pixels. I don't want some helpful algorithm thinking it sees a bunch of pixels that are empty. So it will shrink-wrap the map to eliminate the dead pixels. While this might make sense for many photograph needs. Its a bad policy for games. 2. Alpha channel editing. We do a lot of stuff that can require weird alpha tweaking. It feels like working with Alpha channels in AP is awkward. Look at photoshop for inspiration. I need to paint the alpha. I need to do gradients in alpha. I need the alpha just to be a grayscale image I can modify. For that matter, I sometimes need to do that to RGB channels independently as well. Instead. Channels feel like they are special and not just a layer I can paint. Maybe this is already easy to do. But frankly, its not straightforward to do if it is.
  3. I am using Affinity Photo on a 12.9" Ipad with a apple pencil. I am right handed, so I hold the ipad with my left hand and draw with my right. The things I am about suggest should be easily flippable if I were a left handed person. I've been using Affinity Photo for ipad for a couple days now and this is my strongest first impressions: Chiefly, nothing makes more crazy than when the best positioned commands are infrequently used. For example: Why is the Home button in the upper left corner? First, it looks like a undo button and its the easiest button to hit with my left hand. Yet how frequently do I need to go to the home page--rarely. needs to be replaced with more frequently used command(s). So it would be ideal if a frequently used command panel was located along the left edge. Here's my list of most frequent used buttons: Quick menu: 1. Undo/Redo 2. Delete 3. Turn snap on/off--which I don't like the current offering--AT ALL! I don't like that snapping is buried under a submenu. I don't like that when I tap it, it brings up a giant list of options just to enable/disable it. Ideally, the option to adjust the settings should be buried in the submenu. But a basic enable/disable should be quickly accessible. 4. Flip horizontal/vertical 5. The color panel! Thats all I do in AP is load colors. Why isn't it prominently available somewhere!? Look at Sketchbook Pro or Procreate for inspiration. While this is my list. Someone else might expect other variants. So if we could customize this, it would be very helpful. And again, don't discount a left handed user. Seems like the ability to flip the entire UI would be helpful
  4. So by "place node' you meant the nodes I am placing as I build a curve? I tap tap the last node I created on the curve and that did stop the building process. is that correct?
  5. why is there no obvious way to stop creating a curve in affinity photo for ipad? When I use the pen tool there should be big button that I tap to stop the curve so I can start another one. In affinity designer I can hit escape to stop curves. And and why is there no documentation on using curves in affinity photo for iPad!
  6. We've been using Unity for a few years now. Like has been stated in different ways here, in games, textures are used in many different ways. Alpha isn't always used as alpha. The RGB channels of a texture can be sampled and used in a myriad of ways in a game shader. Good channel editing is vitally important--which is something Photoshop handles effortlessly. I briefly experimented with Affinity Photo and I was a little underwhelmed by its channel editing. But this is from someone that has only used it briefly. I am seriously trying to decide if ditching Photoshop entirely is in the realm of possibilities. There are several really helpful pieces of software that have shown up recently for game development--in particular Substance Painter. I believe a work around for .tga (at least for Unity) is to use the PSD format. But I need to do some experiments to see if the alpha is exported properly out of Affinity Photo--because .psd can have more than one alpha channel--which is not supported by game engines. And its a little hazy how well this will work.
  7. Thanks so much for your help! I sat and stared at the UI for 20 minutes trying to see what to do. I think what threw me is it says "Layer Slices" and I assumed that was just the name of the layers panel. Just a newbie stumbling around a dark room still :(
  8. I don't see the save slices button that I keep seeing in the videos.
  9. This seems like a trivial problem, but I can't seem to find the way AD does this. I have about 15 artboards that I want to export as individual .png files. I watched the demo and after a lengthy explanation of how to export .pdf, they never made it clear how to export other files. I thought the artboards themselves were my slices. But still can't figure out how this is exported as a group. What am I missing? I see that I can export them individually, but what a pain!
  10. definitely when I stopped bouncing between artboards, the selection issue seems to have disappeared. I think it really comes down to which artboard has focus.
  11. After thinking about the the problem I'm having with the selection on multiple artboards. I'm beginning to wonder if AD treats each art board as a separate entity that becomes live when I touch the artboard (in the layers panel). When I make one artboard active, the elements on other artboards seem to "go to sleep". Maybe thats the way you intend it to behave. I'm going to give this another go this morning and see if I isolate my work within a given artboard, if my selection problem might go away.
  12. After further work with the eye dropper, I discovered the way you described the functionality is the way it worked. In fact, I just got up (its 5:00am here in Utah) to post that I misunderstood how it worked. So I'm glad that isn't a bug. The second "bug", just generally occurred. It happened with the Move tool and the Node Tool. It would be very selective when it occurred. Maybe everything wasn't selectable. But once I touched a layer in the layers panel, it would then work fine. I'd work a little longer and it would again get in this state. Another "clue" to this was, I imported the line art I had originally done in illustrator. And the import automatically generated the artboards. Thanks
  13. I am using a older Macbook pro (2011). I made a new 1024 x 1024 document. Did a little test painting and saved it. it is taking close to 1 minute to save this document the first time. Once its been saved, it seems to save at a acceptable speed. I tried this several other times and the thing happens over and over. [Edit] I tried it on my 2015 iMac 27" and the problem doesn't occur there. I did update to the latest Sierra OSX a couple of days ago on the laptop has been on for several days. I've read that Apple sometimes reindexes the Finder when the OS is update sometimes (not sure what that really means). I was told that can make it run slow until its finished with this operation (which can take some time I've been told). Thanks
  14. I have been using Affinity Designer all day and I have to say I love it! But I've found two issues that are bugs. I am using a late 2013 iMac 27" retina display with the latest mac OS. I am using this on a Cintiq 27" monitor. The bugs include: 1. Eye dropper. All of the secondary eye droppers seem to be non-functioning. I can select a color with them and it appears in the eye dropper icon itself. But the color wheel(s) never respond. The only eye dropper that works is the one where I press the "i" key. 2. Selection fails. I worked most of the day on the first artboard created and never saw this problem until I started on Artboard #2. Now, about 50% of the time, I can't select curves. The only way to get it to work again is to pick the curve in the layer window and then the curves can be selected again. I may just stop using multiple artboards for now and see if the problem is resolved. Thanks!
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