Comments (29)
Ah, neat. You made it (not like me who had absolutely no knowledge how to do this). I think I'll delete the repository now.
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Hey @Aury88, we don't have a svg version I'm afraid, but feel free to use icon.png
if you want, which is 256x256
from pixelorama.
I think that issue can be closed now!
from pixelorama.
Hi @Schweini07.
I also have absolutely no knowledge about the snapping process; I was lucky because I had only to follow the Popey instructions (they seems can be used for any Godot application/game).
If you want you can push the snapcrafted app on the store after a snapcraft login
and a snapcraft push --release=stable pixelorama_0.6_amd64.snap
commands.
I would have done it myself but the pixelorama name can't be used by me so I should have changed the package name and the launch command making it very inconvenient.
from pixelorama.
If I delete the repository will you then be able to publish it yourself?
from pixelorama.
Unfortunately it is not enough. you also have to delete the "pixelorama" name registration from the store. but there is still no a direct way to do it. you must request it to the store managers (I think in the forum).
from pixelorama.
Hey there. I'm not really familiar with snap, is there anything else that needs to be done? I recently updated Pixelorama to v0.6.1 too. What exactly do we need to do so snap stays up to date?
from pixelorama.
hi, @OverloadedOrama !
it is possible to stay up to date by built automatically a github source. you have only to follow this.
but first I fear you must claim the pixelorama name in the store and wait for the assignment.
from pixelorama.
hi , @Schweini07 ...
today I tried to fill a Name dispute so to upload the snap with the official name...I don't know if they will accept that because I've not right on the app name (for example I'm not one of the app developers)
If they accept my requests then I can add collaborations (I don't know what they can do) or, in the future, I can ask in the forum to transfer the snap/name to you @OverloadedOrama if you have a snap-store account )
from pixelorama.
@Aury88 Great work!
A few days ago I asked in the forum if I somehow can delete the 'Pixelorama' name. Sadly with no response.
If you have any instruction in the future how I can transfer the name to you, just message me!
Cheers
from pixelorama.
hi @Schweini07
try this link to confirm you agree to release the snap name...
snapcraft has a very active forum so I fear that posting on the forum can lead to some delay or your message lost.
from pixelorama.
Ok, I sent a message, I'll update you if I get any response
from pixelorama.
@Aury88 I got a reply, the name has been transferred!
from pixelorama.
@Schweini07 thank you!
now it is on the store and anybody can install it through a simple sudo snap install pixelorama
or by any snap compatible software center
I hope it works.
@OverloadedOrama I would like to use the app official logo in the store...am I authorized? do you have a svg version?
from pixelorama.
@Aury88 I installed Pixelorama trough sudo snap install --candidate pixelorama but there's no icon showing up in my app menu. With pixelorama it starts but I don't know if it's because the snap or because I have an executable exported from Godot on my laptop.
from pixelorama.
that is probably due to a bug like this when I snapcrafted the source
I just released the revision number 11...I hope it will fix that
from pixelorama.
ok so the snap is online in the candidate channel. if you confirm it work-ish I will promote that on stable so to make it more findable ;-)
PS I added a new banner so to publicize the app in the snap store:
I'm not good in graphic arts so, as you can see, I had to reuse a your screenshot hoping this will be not infringe any copyright/license.
from pixelorama.
I tried the new candidate out, it works perfectly, but there's one huge disadvantage towards the Flatpak package. There are no brushes and palettes, I think they are located in the .zip file from itch.io: https://orama-interactive.itch.io/pixelorama
from pixelorama.
yes I saw that too @Schweini07 , I have to understand how pre-load/install them in the snap.
I don't think it is a snap disadvantage towards Flatpak..it is probably only a missing step in the snapcraft.yaml that I have to add..if I know what is needed I will modify the yaml accordingly
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when I launch the snap the only warning I see is this:
Godot Engine v3.1.2.stable.official - https://godotengine.org
OpenGL ES 2.0 Renderer: Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2)
WARNING: _png_warn_function: iCCP: profile 'ICC profile': 'RGB ': RGB color space not permitted on grayscale PNG
At: drivers/png/image_loader_png.cpp:71.
WARNING: _png_warn_function: iCCP: profile 'ICC profile': 'RGB ': RGB color space not permitted on grayscale PNG
At: drivers/png/image_loader_png.cpp:71.
where should the brushes and palette files e located?
the only brushes that works (by default) are these:
while inside the /snap/pixelorama/current/Brushes I see a empty "Brushes" subdirectory, a "Grass" and a "Stars" subdirectories( with various png files inside) and "circle_blended", "Godot", "hline", "Pixelorama", "Snow" and "vline" png files.
from pixelorama.
@Aury88 The "Brushes" and the "Palettes" folders should be on the same folder as the Pixelorama executable. The "Grass" and "Stars" should be inside "Brushes".
Also the warning should most likely go away in v0.6.2, because it will be compiled using Godot 3.2 and I haven't seen this warning since.
from pixelorama.
@OverloadedOrama : yes that seems correctly located in the snap:
/snap/pixelorama/current$ tree
.
├── bin
│ └── desktop-launch
├── Brushes
│ ├── Brushes
│ ├── circle_blended.png
│ ├── Godot.png
│ ├── Grass
│ │ ├── %Grass1.png
│ │ ├── %Grass2.png
│ │ ├── %Grass3.png
│ │ ├── %Grass4.png
│ │ └── %Grass5.png
│ ├── hline_3x3.png
│ ├── Pixelorama.png
│ ├── Snow.png
│ ├── Star
│ │ ├── %star1.png
│ │ ├── %star2.png
│ │ ├── %star3.png
│ │ ├── %star4.png
│ │ ├── %star5.png
│ │ └── %star6.png
│ └── vline_3x3.png
├── command-pixelorama.wrapper
├── etc
│ ├── drirc
│ ├── pulse
│ │ └── client.conf
│ ├── sensors3.conf
│ └── sensors.d
├── lib
│ └── x86_64-linux-gnu
│ ├── libbsd.so.0 -> libbsd.so.0.8.2
│ ├── libbsd.so.0.8.2
│ ├── libdbus-1.so.3 -> libdbus-1.so.3.14.6
│ ├── libdbus-1.so.3.14.6
│ ├── libexpat.so.1 -> libexpat.so.1.6.0
│ ├── libexpat.so.1.6.0
│ ├── libglib-2.0.so.0 -> libglib-2.0.so.0.4800.2
│ ├── libglib-2.0.so.0.4800.2
│ ├── libjson-c.so.2 -> libjson-c.so.2.0.0
│ ├── libjson-c.so.2.0.0
│ ├── libwrap.so.0 -> libwrap.so.0.7.6
│ └── libwrap.so.0.7.6
├── meta
│ ├── gui
│ │ ├── icon.png
│ │ ├── pixelorama.desktop
│ │ └── pixelorama.png
│ └── snap.yaml
├── Palettes
│ ├── bubblegum16.json
│ ├── Complementary.json
│ ├── Default.json
│ ├── default_palette.json
│ ├── Monochromatic.json
│ ├── Shades.json
│ └── Triad.json
├── Pixelorama.pck
├── Pixelorama.x86_64
├── snap
│ └── gui
│ ├── pixelorama.desktop
│ └── pixelorama.png
└── usr
are they called through a relative paths or through an absolute paths?
from pixelorama.
They're called through relative paths. In v0.6.1 and prior, they were being called with dir.open(".")
, where the dot means root directory. But in v0.6.2 I changed it to use OS.get_executable_path().get_base_dir()
instead, because it was not working properly when you were opening Pixelorama from a file. So maybe there is a chance this will also fix the problem?
from pixelorama.
I honestly don't know xD ... I hoped the missing brushes and palettes was due to an use of absolute path. but in snap we are opening the app from a file so maybe that change will solve the issue.
I'm searching the pixelorama flatpak manifest so to understand how this was solved there
from pixelorama.
@Aury88 I released v0.6.2 some days ago, perhaps it will work with this version? Also, looking at Pixelorama's flatpak repo's yaml file, under modules and then commands, there's this on line 30:
# `cd` is needed so that Pixelorama can find the `Brushes/` directory
- cd /app/bin/
Does this help somehow? Maybe the Brushes and Palettes folders should be placed inside the bin directory?
from pixelorama.
@OverloadedOrama I don't know but I don't think it will be solved in this way. snaps normally can access only their own subdirectories. I Will try the new v.0.6.2 asap .
Thank you!
from pixelorama.
Hi @OverloadedOrama,
your last version seems to solve the issues in my local install. Impressive job!!!
I've already pushed the last version in the store in the candidate channel.
I need some confirmations if it works correctly also in other OS before promote it on the stable channel
🤞
from pixelorama.
Pixelorama works now great on snap! I am pretty sure it's now ready to come to the stable channel.
from pixelorama.
ps: here the snapcraft.yaml
name: pixelorama
base: core18
version: '0.6.2'
summary: Pixelorama sprite editor
description: |
Free & open-source 2D sprite editor, made by Orama Interactive in the Godot Engine, using GDScript!
icon: snap/gui/pixelorama.png
grade: stable
confinement: strict
apps:
pixelorama:
command: desktop-launch "$SNAP/Pixelorama.x86_64"
environment:
LD_LIBRARY_PATH: "$LD_LIBRARY_PATH:/usr/lib/$SNAPCRAFT_ARCH_TRIPLET/pulseaudio"
plugs:
- opengl
- network
- network-bind
- pulseaudio
- x11
- desktop
- joystick
- home
parts:
editor:
plugin: dump
source: files/
after: [desktop-glib-only]
stage-packages:
- libgl1-mesa-dri
- libglu1-mesa
- libgl1-mesa-glx
- libpulse0
- libxcursor1
- libxinerama1
- libxrandr2
- libxi6
- libasound2
desktop-glib-only:
build-packages:
- libglib2.0-dev
plugin: make
source: https://github.com/ubuntu/snapcraft-desktop-helpers.git
source-subdir: glib-only
stage-packages:
- libglib2.0-bin
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Related Issues (20)
- Playback and Preview of Selected Frame Gifs and APNGs are Slower Than They Should Be HOT 19
- Blurry Text in Menubar Context Menus HOT 1
- Fill bucket similar colors crash if selecting multiple linked cells
- Program Built-in File Maker
- Pen pressure detection does not work
- Default Palettes can not be deleted/renamed HOT 3
- Switch Left and Right Colours shortcut activating when it shouldn't
- Shading tool Hue Shifting should allow for negative values HOT 2
- Blend modes not working on all GPUs and performance issues
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- Pixelorama Crashes when run from the Godot Editor HOT 2
- Export to SVG HOT 4
- Tar.gz inside zip HOT 4
- File won't open either save! HOT 5
- My project doesn't want to load HOT 7
- When saving project for the first time (or Save as...), other .pxo files are not shown in the selected folder HOT 1
- Last pixel of drawn line (under cursor) is not represented in preview, giving the impression that line will be shorter
- the cursor have not transparency HOT 1
- Color picker in Top color mode selects fully transparent pixel from top layer HOT 1
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