Used it enough to report bugs then wait a long time for the devs to do nothing until some random user fixed it for them. How's the palette cycling feature going btw? Does the API still expose a palette array that is used by no feature in the program after almost a decade? Does the workspace layout allow for more than moving the same four panels left or right? Does selecting tiles and a palette range allow for doing anything at all yet, without user scripts? Is the brush system still a broken disjointed mess compared to Photoshop from 15 years ago? Does Aseprite have any of the basic features Deluxe Paint had 20 years ago? What about Multi Paint System for the PC98? How far would you go to defend a 20 dollar purchase?
yeah i guess palette cycling would be a neat feature but ive managed to get 20 dollars worth of value out of this program without it.
its also pretty hypocritical to get weirdly angry about missing features on the itch page for a voxel script thats missing an unfathomable amount of features compared to a dedicated program like magicavoxel. i think its a neat little script, but by your own logic you should be pretty pissed at yourself.
i think youd enjoy art a lot more if you focused on actually painting instead of what wood your easel is made of, but if youd rather grit your teeth and seethe, i guess thats your decision to make. just know youre well in the minority.
I made thousands of dollars using Aseprite, but also using mspaint.exe from WinXP, and I ain't giving credit for my artistic prowess to either, and neither should you. Now imagine how much "value" you would've kept if you had just downloaded LibreSprite instead. I got Aseprite free, so this was never my problem. But you'd hope the "Overwhelmingly Positive" userbase would expect more than a handful updates a year, missing/abandoned features, and an atrocious, barely documented API. But if you're happy working like that, that's your prerogative.
As for aseSlab, I made it exactly to avoid MagicaVoxel's clunkiness and closed-source limitations. Most of the "features" in MV are irrelevant to my project, which is just a live voxel previs, all I said it would be. I think being able to export a PNG that can be read with any program (including MV) is better than dealing with proprietary formats, or time-wasting importing/exporting workflows built around ancient 3D model formats. But again, if you think MagicaVoxel is good enough for you, that's your prerogative as well. Me, I wanted something else, so I developed something else myself.
If anything, I'm only "pissed" at Aseprite's GraphicsContext for lacking GPU acceleration, which hurt my script's performance and forced me to find every optimization to make it work AROUND Aseprite's limitations. Now that my script is officially Unlicensed, it's no longer my problem, but voxel visualization, and any other advanced non-2D rendering for Aseprite, will not improve or perhaps even happen unless they fix/improve this issue, and many other issues, starting with the API and its documentation. You may not care, but I do, and I think the Aseprite userbase should care too, if they want Aseprite to do anything but be a basic pixel art editor stuck in the 2010s.
But of course, you're lucky to not have anything to complain about to the Aseprite developers (so far). Instead, you're complaining to me, in the comment section of a script you probably don't even use. I hope they send you a marketable plushie for defending the commercial product otherwise all that "value" is going out the window for you.
Edit: I've had my fun, but the user has been banned to protect the thread from spam, angry rants and personal attacks; but also to protect the user from themselves. I've trimmed the thread to the original four replies, as I hope they contained the only remotely valid discussion on the matter, off-topic as it was from the beginning. Better to end it cleanly for everyone's sake.
← Return to Aseprite script
Comments
Log in with itch.io to leave a comment.
"a sincerely bloated, broken, and incompetent piece of software"
spoken like someone who has never used aseprite
Used it enough to report bugs then wait a long time for the devs to do nothing until some random user fixed it for them. How's the palette cycling feature going btw? Does the API still expose a palette array that is used by no feature in the program after almost a decade? Does the workspace layout allow for more than moving the same four panels left or right? Does selecting tiles and a palette range allow for doing anything at all yet, without user scripts? Is the brush system still a broken disjointed mess compared to Photoshop from 15 years ago? Does Aseprite have any of the basic features Deluxe Paint had 20 years ago? What about Multi Paint System for the PC98? How far would you go to defend a 20 dollar purchase?
yeah i guess palette cycling would be a neat feature but ive managed to get 20 dollars worth of value out of this program without it.
its also pretty hypocritical to get weirdly angry about missing features on the itch page for a voxel script thats missing an unfathomable amount of features compared to a dedicated program like magicavoxel. i think its a neat little script, but by your own logic you should be pretty pissed at yourself.
i think youd enjoy art a lot more if you focused on actually painting instead of what wood your easel is made of, but if youd rather grit your teeth and seethe, i guess thats your decision to make. just know youre well in the minority.
I made thousands of dollars using Aseprite, but also using mspaint.exe from WinXP, and I ain't giving credit for my artistic prowess to either, and neither should you. Now imagine how much "value" you would've kept if you had just downloaded LibreSprite instead. I got Aseprite free, so this was never my problem. But you'd hope the "Overwhelmingly Positive" userbase would expect more than a handful updates a year, missing/abandoned features, and an atrocious, barely documented API. But if you're happy working like that, that's your prerogative.
As for aseSlab, I made it exactly to avoid MagicaVoxel's clunkiness and closed-source limitations. Most of the "features" in MV are irrelevant to my project, which is just a live voxel previs, all I said it would be. I think being able to export a PNG that can be read with any program (including MV) is better than dealing with proprietary formats, or time-wasting importing/exporting workflows built around ancient 3D model formats. But again, if you think MagicaVoxel is good enough for you, that's your prerogative as well. Me, I wanted something else, so I developed something else myself.
If anything, I'm only "pissed" at Aseprite's GraphicsContext for lacking GPU acceleration, which hurt my script's performance and forced me to find every optimization to make it work AROUND Aseprite's limitations. Now that my script is officially Unlicensed, it's no longer my problem, but voxel visualization, and any other advanced non-2D rendering for Aseprite, will not improve or perhaps even happen unless they fix/improve this issue, and many other issues, starting with the API and its documentation. You may not care, but I do, and I think the Aseprite userbase should care too, if they want Aseprite to do anything but be a basic pixel art editor stuck in the 2010s.
But of course, you're lucky to not have anything to complain about to the Aseprite developers (so far). Instead, you're complaining to me, in the comment section of a script you probably don't even use. I hope they send you a marketable plushie for defending the commercial product otherwise all that "value" is going out the window for you.
Edit: I've had my fun, but the user has been banned to protect the thread from spam, angry rants and personal attacks; but also to protect the user from themselves. I've trimmed the thread to the original four replies, as I hope they contained the only remotely valid discussion on the matter, off-topic as it was from the beginning. Better to end it cleanly for everyone's sake.