Pixel Fx Designer Free Download

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Candi Ruman

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Aug 3, 2024, 1:42:01 PM8/3/24
to florexhepunc

I can't find how to use the marquee selection tool in affinity designer. I read a forum that said to switch to the pixel person, but I cannot see this option in the persona drop down menu. According to the forum post, the option to switch should be here or in the file drop down menu.

Your screenshot is from APublisher not ADesigner. In APublisher there is no Pixel Persona, but a Photo Persona. If you have also APhoto installed you can get to the Photo Persona by clicking the third button from top left.

No, just open Designer and click on the upper right area of the toolbar. You may have to show the toolbar, View > Show Toolbar, it is a toggle so it has to have a check next to it. All the available tools will change as you change from Designer Persona to Pixel Persona.

Ah I see. I was hoping they would be available from the publisher. It's strange that you can access Designer from publisher but you can't access the pixel tools once you enter Designer from publisher.

StudioLink in Publisher gives you access to the Designer Persona from Designer, and the Photo Persona from Photo, assuming you own one or both of those applications. It does not give you access to the other Personas of either application. And it does not give you all the functions of Photo's Photo Persona (no macros, stacks, or batch jobs).

I don't know if it has been like this since the beginning or was added in a 1.7.x update or what, but at least in the current Mac 1.7.3 version of Affinity Publisher the Library & Macros panels are available & fully (?) functional in its Photo Persona vie StudioLink.

Maybe I'm not doing it right but I'm wondering right now: What is the point in this feature if it only seems to change the shape of the object? I can just change the shape of the object with the node tool then

Just trying to take a pixel layer on a road that disappears into the horizon and apply a grainy effect and then warp it into the shape of the road so the textures on the road get smaller the farther back into the horizon the road goes

Note: The Warp Group is non-destructive, whereas using the Node Tool is destructive, and it would take a lot of time to do, for example, a perspective warp of text with just the Node Tool.

Special interest into procedural texture filter, edit alpha channel, RGB/16 and RGB/32 color formats, stacking, finding root causes for misbehaving files, finding creative solutions for unsolvable tasks, finding bugs in Apps.

"Move By Whole Pixels" does exactly what it says it does: increase or decrease values by integer pixel values. So for example if something is at an x coordinate of 12.5 px, moving it by whole pixels will force it to keep the 0.5 pixel fraction. It is not an independent setting -- it only is available if "Force Pixel Alignment" is enabled. In the words of the Force Pixel Alignment help topic, it is "particularly useful for repositioning an object by a particular pixel distance while also maintaining the relevant partial pixels an object occupies."

Despite the name & that it can't be enabled independently, I confess that I thought the same thing when I first started using the app. What it really does was not obvious to me until I read something one of the staff mentioned about it.

As the OP is working in (more or less) individual pixels (see his first two posts) this grid is what he will want to align to. Setting Force Pixel Alignment will align the pixels drawn by the Pixel Tool to that.

As best as I can tell, the setting of Force Pixel Alignment is irrelevant for the Pixel Tool, because it always fills or erases whole pixels without any antialiasing. It is unaffected by any grids set with the Grids & Axis Manager, or any snapping settings. IOW, it always 'snaps' to the nearest whole pixel.

I am not sure what you mean but if everything is created with the Pixel Tool, there is no anti-aliasing or unaligned pixels to worry about, unless maybe you export to a raster format at a different document size that would force antialiasing due to unaligned pixels.

At least if handling the pixel tool in the Pixel Persona of A. Designer (tho I handled a lot the beta, I don't have AP) when zooming out you will see anti-aliasing , but is due to the visualization engine, only, no pixels are wrecked, easily checked once you get more zoomed in, the usual level of work in pixel art.

After futzing around with this for a while using this lame 64 px art.afdesign test file, I think that as long as the *.afdesign file is pixelated (like if everything is drawn with the Pixel Tool) then it will remain pixelated when exported to a raster image file ... if (& only if?) the "Nearest Neighbor" resampling option is used, even if it is exported to different dimensions. The only exception I could find is exporting to jpg because (not surprisingly) too much lossy compression can introduce artifacts that turn the image into a blurry mess.

.... it will remain pixelated when exported to a raster image file ... if (& only if?) the "Nearest Neighbor" resampling option is used, even if it is exported to different dimensions.

I made a test yesterday, as IMO, this stuff in theory should be more up to Photo, is totally raster related. The attempt of doing pixel art through vector tools, the reasons to go that route totally escapes my understanding. Unless is planned a very complex pipeline providing with exports from same assets to res. independent (different mobile sizes/proportions), SVGs for mobile AND pixel art exported from same asset, that is, in raster as well, for mobiles apps and game engines that would use raster only, instead, as all of this happens in actual game developments companies. Some games would even use both as an optimization trick. If not the case, IMO is a bit crazy to do pixel art with vector tools. Maybe you can do so, but is the wrong approach, imo. Hmmm...not totally so. In several places where they produce large quantities of icons, I've seen workflows 100% fully vector based. BUT! because they ended up mastering a method to quickly produce a clean enough pixel-art export (from the vectors) which they'd clean up a bit more after that by hand. The average artist wouldn't get that right easily, speaking at least from an stats pov. Not my cup of tea for making good pixel art, tho...

My lightning fast test of yesterday -as I had tested the 1 px tool quite well, long ago, in Photo win beta- was fully in PIXEL PERSONA of AD, with the pixel tool, and exporting to PNG. Doing so with formats like JPG instead would be extremely wrong, as that adds compression artifacts all over the place. I don't use any export persona for this (neither for anything, I don't to multiple files exports or the like, I don't get real benefit from using those for my activity) Even if not evident in a fast glance you'd get varied color tones in the best scenario of a JPG or other lossy format, blurriness if left at the usual default compression. Of course, my PNG export was not using any export persona, but directly from there, like I would have made in Photo for this pixel tool. Zero problems. Export was 100% good. IMO the pixel persona in AD, using the 1 px tool, totally a good enough environment to produce whatever the pixel art needed, be it tiles, sprites, backgrounds, whatever. Is it the most specific tool for that ? Nooope, even Krita has wrap around mode for tiles, isometric guides, an entire animation mode with keyframes handling, onion skinning and all, and other stuff. But the thing is, it is also a huge advantage to have all the standard tools for any other project that you might need to start, other than pixel art (plus, I'd be able to use many Pixel persona tools for Pixel Art, even with workarounds. Like in PS, Gimp, etc.). I keep liking to discover that at least in what I'm typically required to do (freelancer stuff), Designer is such a royal work horse.... Also, as I've done pixel art of very advanced level with just MS Paint, there's indeed some that -wrongly- say that pixel art should be done solely with that software (For Mac people : an "accessories" tool included in every Windows, but an old version which kept offered as a download in many geeky sites. Today there's too many tools free and paid, usually low cost, so much better for the purpose) -a bit of a silly statement, tho- but is a work profile that has its main factor mostly in the artist SKILL, rather than in the software's features, IMO. Any specific tool like Cosmigo's, or even the free Gale is more dedicated to the task and better for companies doing that 24/7 (like always, like happens with Spine in 2D anim hi res for games, is also as there are in-house pipelines for engines, so it is a must for them).

For freelancing, I prefer a work horse for virtually any other thing that eventually, as a bonus, allows me doing pretty well any pixel art project (among other things, as in volume, more freelancing in other fields, and with exceptions, typically better paid. Pixel art and comics making are two areas in which their professionals, we do get usually way lower payment than deserved for expertise and skills. So, the "work horse" thing is more important to most freelancers...). For that, the pixel tool is such a gift. But I've been a for ever defender in PS of just using the "pencil" tool, as is non aliased. And using non aliasing marquees, that's all u needed. Super epic discussions about it, but funny fact: I've worked for certain huge company in games/apps making, and most of the guys typically defending that you can only do old school, and use certain niche-geekish type of tools to produce pixel art, those mostly had not even done well paid gigs, or gigs at all, let alone get a salary for doing that 24/7. Like in many things, there's ppl (NONE in this thread, btw) protecting their sort of niche to avoid intrusiveness (and others letting 'em do so due to the -lets use yet another time the so trendy term- impostor syndrome) and to feel kindda special, but behind that there's little to nothing. You can do all and everything with a 1px tool here or the pencil in PS. Oh, and a canvas, yes, you need to open a new document. But that's it. A coffee/cereals drink/vegetables juice/tea might be almost essential, more than any othe "feature"...

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