Jump to content
You must now use your email address to sign in [click for more info] ×

Nifflas

Members
  • Posts

    8
  • Joined

  • Last visited

Posts posted by Nifflas

  1. I don't use Affinity any longer, mostly for small issues like this that are incredibly frustrating that just works in Photoshop like it's no big deal. Though I really don't care about a non-destructive workflow, I don't see why this can't be non-destructive if the regular crop tool can be. It's also really weird to see a debate over how this feature can work when other software already shows how it's properly done.

  2. Hi! Thank you!

     

    That will unfortunately require me to use a separate file format for the assets, so I'll need one .afphoto to be able to rely on the full range of Affinity's features, and a separate file for the asset that Unity reads. For a project with hundreds or even thousands of texture assets, way too much time will be lost opening the right .afphoto file then exporting it over the corresponding texture file every time a file needs to be changed (and each tend to be multiple times). Even though it may seem like it should be a quick thing to do, the sheer quantity makes it a big deal (imagine for example if all websites took 10 extra seconds to open).

     

    Right now I can make it work, because I enabled "save over imported PSD files" in the general preferences, but it means I need to memorize which of Affinity's features I cannot use because they're not supported by the psd file format. It's also a shame to miss out on them.

     

    I guess an alternative would be if Affinity can automatically save a .png file with the same name alongside every .afphoto file at all times. It'd not be perfect since there would be two of every file, but it'd definitely be an OK solution!

  3. Hi! I tweeted about it and got the answer I should post it here.

     

    I'm a game developer and do all my work in Unity. Now I'm switching from Photoshop to Affinity. One great thing about using Photoshop with Unity is that psd files can be used as texture assets. Since even an indie game can easily require thousands of texture assets, it's a pretty big deal to not have to deal with separate files for the original and the texture asset.

     

    If Serif is not willing to make the image format open, how about getting in touch with the people Unity and see if there's another solution? I have a bunch of Unity contacts (I used to hang out at their Copenhagen office occasionally) and I'd be happy to do an email introduction!

×
×
  • Create New...

Important Information

Terms of Use | Privacy Policy | Guidelines | We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.