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Malcolm

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Everything posted by Malcolm

  1. Been using Affinity designer for a couple months now in anger making games - almost entirely ditched illustrator! I have some issues with the export persona though. These issues may have been covered previously, so forgive me if I'm covering known problems/limitation. I just tried the latest beta to see if any have been fixed. 1.1.2.22547 If I've missed some functionality that solves any of these I'd love to know! Some characters are removed when used in a slice name. for example you can't use ~ (tilde). I need to use tilde for certain naming conventions on mobile devices. When resizing slices using the transform dialog, constraining width and height doesn't work. In fact it's stranger than that, when linked both width and height change the width only! You can't reorder slices they are fixed in order of creation. From a management point of view this is very limiting. You can't use keyboard commands to copy and paste names of slices. This functionality works in the draw persona for layers etc. You have to use the right click menu for slices! I can't see my slices in the draw persona and I can't create guides in the export persona. This can cause unwanted switching back and forth when placing certain objects/slices. There isn't a way to quickly deselect all selected slices, or quickly select large blocks of slices. None of these are show stoppers but they are important to productivity and the continued warm glow you get when using Affinity Designer - the export persona cools me a little! One feature request - the ability to have custom export resolutions in the document options. In illustrator I use scripts to export copies at any resolution. Love the app and keep up the great work. I'll be following beta releases very closely :)
  2. Hi Affinity, I currently have two main issues when getting files out for game development. (I appreciate my needs may be different from the crowd and could be at the bottom of the pile on account). Current flow for the majority of my work. -Create artwork using Layers/Groups named with export names. -Use the 'Create slice' from currently selected object. -This works great as it uses the name of the object - good clean files easily understood. However... the size of the slice generated is almost always not what I want. The slice seems to be generated from the bounding box of the object selected (plus all it's children and adjustment layers). If I add a vector mask to the layer/group the slice generated is still of the entire bounding box not the vector mask bounding box. The result is I have to manually resize (sometimes over 100) slices! Feel my pain? Q1. Could the slice generated take the bounding box of a vector mask if it's applied to the object (the one who's name is used)? And if so could it retain the link so that if the mask is resized the slice is resized. That would give me rock solid slices. Export sizes are very restrictive. I often want to export smaller and larger and not always at 1x 2x 3x Currently I'm having to batch files I want smaller through photoplop which brings me out in an itchy rash :) Q2. As a quick-ish fix could there be another tick box which allows users to type in a scale. 0.5 for example? I appreciate everyone at Affinity is working really hard and you get all sorts of requests daily. I've been using Affinity in production now on our games since it's release and exporting has been my biggest hurdle since day 1 otherwise I love it and you guys rock.
  3. Not able to test right now but it may be that just need to change the 'Cap' setting for the Stroke.
  4. I second this feature request. In many cases I can't use the corner tool in a non destructive way. I have to bake them in, which is a real shame and keeps me awake at night. (OK you got me there!). It's inconsistent with other tools and feels like it should be a fairly simple addition??? For the kind of work I do - I'd also find a global setting such as, 'scale all widths curves and effects with objects' (overridable on a per instance) - Which would be opposite to the default functionality we have now, I believe. Keep up the amazing work ;)
  5. I was trying to record the process of creation in AF and AD for this new character to share on social media. I manually scrubbed through the history whilst recording a section of the screen with Quicktime. Then created the gif with GifBrewery. Got me thinking - making recordings form history and sharing could be a very cool bonus feature. :)
  6. Hi George, just how I finish the sketch process and test some very quick lighting. I'd do a whole bunch of characters before picking the one/s that get taken further. It's for my game - Storm the Train.
  7. For people who want to give it a go here are a few more tips. Turn on 'save history with file' before you start. Think about the background you want, you might not be able to change this later. Up the amount of history that is saved in preferences, otherwise the history at the start will be removed when you go over the limit. Use multiple versions of a file for different treatments. Sketch, blocking out, shading etc. When recording your screen/screen section stretch out the history tab to make it very wide, you'll get finer control over the playback. If performance is an issue minimise all other tabs/windows, so it's just the history - layers especially - they may try to update as you scrub. Scrub slowly when recording and then speed up the footage in a video editing tool. People like to see the creation process on social media etc, just look at the number of speed modelling vids on youtube. This could be a cool tool for users (not needing screen recording software and the performance overhead) and a nice way for Affinity D&P to be spread more widely. Let's be honest though, it's a nice-to-have feature for a few of us, so I won't hold my breath!!! :D
  8. Wanted to put a request in for custom export resolutions - I've heard it's coming in a later release but thought I'd add my use case. I use Affinity Designer for making games using our proprietary games engine. For 2d games I often need to export at multiple resolutions e.g., exporting graphics at half size and doubling them at runtime to save runtime memory - think blurred backgrounds etc. I'm trying to move over to Affinity design from illustrator, the grass feels a little green over here :) In AI i could use a script to export at any scale by specifying the ppi, and give it a location etc. The issue I currently have with AD is that it's being too clever and by doing so is very restrictive. It seems to protect against pixelation of raster graphics by not allowing you to scale up above your base - want 2x then ensure your document setup is set to retina. it only allows 1x 2x and 3x - I often need to scale down or something that isn't 1-3x. It adds a fixed naming convention it doesn't offer separate directories for exporting For Affinity Designer to cater for all pipelines and workflows we need a more relaxed approach. For now I'll have to split my documents up and set the ppi on each accordingly. Keep up the great work.
  9. Hi, Been asked to create a feature request for this as it's not considered a bug.... In the attached example file notice the following. Artboard 1 and Artboard 2 See how the saved View Point AB1 centres the view on Artboard 1. Now delete or move in Y(a fare distance) Artboard 2 Now try to use the View Point AB1 again. You should see it's no longer centred on Artboard 1. Apparently View Points are fixed to the document. So perhaps moving or deleting the artboard is updating the document parameters but this change isn't passed through to the View Points. Although the error only appears to be in the Y axis so changes in X are accounted for? I had invested some time in using this feature but then I deleted an unwanted artboard and all my View Points were rendered incorrect. I still consider this a bug with the design of the View Point system as it doesn't allow the user to work freely with it, but rather, under strict usage rules which aren't explained/shouldn't be there. Hope the example explains and it's clear to see how it's current functionality can nobble you :) Example file in MAS 1.4.2 but the same happens in the latests 1.5beta(3). viewPointExample.afdesign
  10. No I didn't have use fill checked. Thanks for the heads up on that one. I expected synchronise to apply the entire style - If no one else has been befuddled by this best chalk it up as user error :) Thanks again.
  11. I mentioned this in another topic but posting it here as it seems to be a bug... Make a shape with a fill and stroke colour. select it (use the blue cloud with the up arrow icon) to synchronise defaults from selection. select the rect shape tool, draw a rect it's all fine - I get stroke and colour. now try the pen tool. I only get the stroke. Seems like it's been broken for a while, my MAS version has this issue as does the latest beta. Cheers.
  12. In the MAS release this only works properly for default shapes like rects for me. Make a shape with a fill and stroke colour. select it (use the blue cloud with the up arrow icon) to synchronise defaults from selection. select the rect shape tool, draw a rect it's all fine - I get stroke and colour. now try the pen tool. I only get the stroke. Anyone else getting this?
  13. Could be very functional on a new iPad Pro with the Apple Pen. One to watch out for.
  14. ...also if you are exporting artwork you can exclude your rect in the layers panel in export persona. I tend to use a gradient myself.
  15. Hey Matt, Sounds like the pain won't last forever. If the slices bug could be bumped up that would be AMAZING, I've literally spent several hours today resizing slices :wacko: One more which may be a bug... multiple highlighted slices to select all highlighted doesn't work in export persona. Manually unchecking ~100 layers one by one to re-export a few! The plan for export sizes sounds like what I was hoping for as a proper solution. It will indeed be powerful. I'll keep checking the betas as they come. All the best chap.
  16. What do you do as a workaround at the moment... copy the layer > new from clipboard and then export the new file to PSD?
  17. It would be interesting to know what goes on behind the 1x 2x 3x scaling options. My hope is that it can be an arbitrary number which should service any need!
  18. Indeed, I've dabbled with this technique a little in the past (on some personal shots) but I'm inspired to give it a go in AP now. Thanks again.
  19. Great explanation of your process and the final images (skin) looks perfect. Would be great to see behind-the-curtain with a comparison of the original and final images to get an idea of how far you pushed it in the processing.
  20. Malcolm

    2D game - Storm the Train

    Hi all, I wanted to share the work I've done on our 2D mobile game Storm the Train. We've recently done a big update to the iOS version and launched on Android. During this process I've switched over from Illustrator to Affinity Designer and I'm really enjoying using AD. Almost all of the artwork is now created in AD. Attached are a launch image for the Android version and a small compilation of screen shots. If you fancy downloading and having a play, it's free and can be found using the following links. iOS App Store: http://bit.ly/StYK2d Google Play Store: http://bit.ly/1Mn5hdL Love to hear what you think or answer any questions about the production/workflow.
  21. Malcolm

    2D game - Storm the Train

    A bit more AD work to share. I'm currently running a Google Play experiment to see which of these icons is most popular - conversion to installs. The 1st and 4th are the current and original icons which are quite similar, essentially a change of character. With these I tried to convey what the game is about. When testing it's a good idea to have contrasting designs, to that end I have designs 2 and 3. The Wei character design is nice and clean, I think she should do well and the Zombies explosion is an attempt to capture the sense of action/mayhem in the game. Let me know what your favourite is and we'll see if we match the findings of the experiment!
  22. Malcolm

    My graphic work and other stuff that I create

    Like the portrait. Have you played Sword and Sworcery I think you might like it!
  23. Malcolm

    A Calculator Icon Concept

    Nice and clean, like it.
  24. Malcolm

    Woodland Creature

    Make a good album cover :)
  25. Malcolm

    2D game - Storm the Train

    Hi retrograde, From the artist side I take my AD exports into Maya for character animation and train construction - textures mapped to quads and added to hierarchies - then exported as FBX models. The game engine we use is our own. It's very efficient as it only contains what we need for our games. We also use our engine for both iOS and Android versions.
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