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Merge branch 'master' of https://github.com/OverloadedOrama/Pixelorama
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README.md
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README.md
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# Pixelorama - your free and open-source sprite editor!
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A free & open-source 2D sprite editor, made with Godot Engine, using GDScript!
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
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[](https://www.youtube.com/watch?v=f6u910HCT_E)
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Current features as of version v0.1:
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Current features as of version v0.2:
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- Choosing between 3 tools – pencil, eraser and fill bucket – and mapping them to both of your left and right mouse buttons. That’s, pretty wild, huh?
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- Different colors for each of the mouse buttons.
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- Different colors and brush sizes for each of the mouse buttons.
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- Creating a new canvas with a size of your choosing.
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- Importing PNG and JPEG images, and edit them inside Pixelorama.
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- Are you an animator? Then you've come to the right place! Pixelorama has its own Animation Timeline just for you!
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- Importing PNG and JPEG images, and edit them inside Pixelorama. If you import multiple files, they will be added as individual animation frames.
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- Export your gorgeous art as PNG files.
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- Create straight lines for pencil and eraser by holding down Shift while you draw.
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- The middle mouse wheel isn’t forgotten, you can use it to pan around the canvas and by scrolling up and down, you can zoom in and out!
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- Keyboard shortcuts! I’m pretty sure this is a lifesaver for most of you.
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- Just like onions, Pixelorama has a multiple layer system! You can add, remove, move up and down, clone and merge as many layers as you like!
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- Scale your images!
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- It’s freeeeeee! And open source!
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Make sure to read my blog post on Function(Overload) for more information! https://functionoverload590613498.wordpress.com/2019/08/18/i-made-my-own-sprite-editor-in-godot/
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# This property is only available in 3.2alpha or later, so use `set()` to fail gracefully if it doesn't exist.
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OS.set("min_window_size", Vector2(1024, 600))
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var file_menu_items := {
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"New..." : KEY_MASK_CTRL + KEY_N,
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"Open..." : KEY_MASK_CTRL + KEY_O,
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