Jump to content

Search the Community

Showing results for tags 'game developement'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Affinity Support
    • News and Information
    • Affinity Support & Questions
    • Feature Requests, Suggestions & Discussions
  • Learn and Share
    • Tutorials (Serif and Customer Created Tutorials)
    • Share your work
    • Resources
  • Bug Reporting
    • Report a Bug in Affinity Designer
    • Report a Bug in Affinity Photo
    • Report a Bug in Affinity Publisher
    • (Pre 1.7) Affinity Range Bugs Forums
  • Beta Software Forums
    • Affinity Designer Beta Forums
    • Affinity Photo Beta Forums
    • Affinity Publisher Beta Forums

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 1 result

  1. The export dialog has a number of things that can cause issues in a game development workflow. When using illustrator, to export all I would need to do was go to export (Save to Web) and click "clip to artboard" if I wanted to keep the dimensions of the canvas or not if I wanted to crop to the content. If I wanted a background fill I would add one as a layer, otherwise the background of the exported image would be transparent. This method of exporting was very fast and allowed for quick asset creation, not just sprites but for things like particles. In Affinity Designer, this process is so much slower and prone to mistakes due to the required extra steps to accomplish the same thing. First, the settings default to "Whole Document", this sounds ok until you find out this means that it will export a fill/background for you. In order to change that you need to have things selected that will what's to be export as it doesn't just assume you want to export everything, like illustrator does (unless I'm doing something wrong). This means you have to close the export dialog (it's a modal), select the parts you want to export, and open the export again. Having the option to export only selected is a GREAT feature and would be great for making UIs, where you need to export them piece meal but having it as a default slows down the process in most cases. Also, if a layer/object is locked you can't select it, slowing the process down further. Then if you want to export without a background you can now change "Whole Document" to "Selection Without Background", again, if I wanted a background fill, I would have added one myself. While I'm changing these options, the above "size" fields are changing appropriately, this also causes issues. Cropping the the content to exported is a very helpful feature, but often times in game developement you want/need to export images of a certain size (namely, power of 2 size images for compression. Can also be needed to match pivot points of sprites). So an example occurence can be: Export. Realise I don't have the parts selected correctly. Close export, make selections, open export again. Select "selection without background" as transparency is a neccessity in most cases. By now the size fields have changed but I need to export the whole document size (for compression, pivots, sprite swaps etc). Have to manually adjust size fields for whole document. Save. The amount of time this can take, the number of opportunities to get it wrong, resulting in having to go back and start over and the fact that you can have to go through this process dozens of times a day, makes the export window a problem for game developers. This window I'm sure works just fine for artwork/mock-ups etc but it really does slows the game asset workflow down a lot.