ini file, Which you can change to your hearts content. Internally, There is a "config" table, Which controls all the keybindings, Colors, Fonts and a bunch of other stuff. You can change a lot more than the keybindings. You mentioned before that keybindings can be changed, How does one do that? There's a few other less useful commands, "invert" will invert the color of your image, "grayscale" will turn your image into grayscale, "noise" will introduce a small amount of noise to your image, "shade" will slightly darken the currently selected color, "light" will slightly lighten the currently selected color and "q" will quit. So if your image is 16x16, The exported image will be 512x512. Example: 'export my awesome image 32' will export your image with the scaling factor of 32. If the last argument is a number, That number will be used as the scaling factor. It works exactly like the "save" command, With one key difference. Well what if i want to share my awesome pixel art on twitter or something? Can KDP save it with a scaling factor? It takes no arguments, And just opens the save directory in your OS. To easily access KDP's save directory, There's the "os" command. Considering i've made this in löve, You can probably guess that the image is saved to KDP's save directory. Example: 'save my awesome image' will save your awesome image as "my awesome image.png". The filename can have spaces, And should not contain a file extension. If no argument is provided, It defaults to 16x16. If only one argument is provided, It will be used for both the width & height. For example 'new 32 16' will create an image with the width of 32 & height of 16. When you press "tab" a little textbox will float in from the top, And you can input various commands into it. It's way more basic, And actually kinda works completely different so its difficult to claim it's inspired by it. It has a vscode inspired "command palette". Well how does it handle saving and loading files if it's all keyboard driven? It can technically load palettes in other scales, There will just be duplicates. There is a color palette system built in, To navigate the color palette, You use the arrow keys while holding down 'lctrl'. There's also vertical & horizontal mirroring available, Accessible via 'mv' & `mh`. 'wc' followed by an arrow key, To warp to the corresponding edge of the current color, But filling in the pixels on the way. 'wd' followed by an arrow key, To warp to the corresponding edge, But filling in the pixels on the way. 'wc' followed by an arrow key, To warp to the corresponding edge of the current color, So like 'ww', But it stops when the color changes 'ww' followed by an arrow key, To warp the cursor to the corresponding edge. Beyond that there's a few helpful keystrokes you can deploy to speed up navigating around your image You use 'd' to draw, 'f' to fill, 'x' to erase, 't' to pick the color under the cursor, 'u' to undo, 'y' to redo, 's' to enter select mode, 'g' / 'lshift g' to enter copy / cut mode, 'd' while in copy / cut mode to paste. All keybindings can be changed if you'd prefer using "hjkl". I thought you said this was vim inspired, Why the arrow keys and not "hjkl"?įor whatever reason, The arrow keys felt more natural for this to me. You have a cursor, Which you can move with the arrow keys. So i threw together a little prototype, And that prototype has grown into something usable, At least in my opinion. This means my coding workflow is almost entirely keyboard driven, And i was curious if such a workflow might work for pixel art. Allow me to interview myself about it to explain myself.įor writing code, In the past year or so i've been using vscode with a vim emulator extension. Hi! I've made an entirely keyboard driven pixel art editor in löve. KDPScreenshot.png (5.14 KiB) Viewed 13033 times
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