Friday, December 10, 2021

Re: [new] graphics/pixelorama - 2D sprite editor

On Sat, Nov 13, 2021 at 09:44:15PM +0100, Omar Polo wrote:
> Omar Polo <op@omarpolo.com> writes:
>
> > Hello,
> >
> > % pkg_info pixelorama
> > Information for inst:pixelorama-0.9
> >
> > Comment:
> > 2D sprite editor
> >
> > Description:
> > Pixelorama is a 2D sprite editor made with the Godot Engine. It
> > features several tools to draw and also an animation timeline with onion
> > skinning, cel linking, motion drawing adn frame grouping with tags. Is
> > able to import and export as PNG, GIF or spritesheets.
> >
> > Maintainer: Omar Polo <op@omarpolo.com>
> >
> > WWW: https://orama-interactive.itch.io/pixelorama
> >
> >
> >
> > In theory we shouldn't need to fetch the precompiled pck file (think of
> > it like a jar but for the Godot' gdscript vm) but our godot always opens
> > an X11 window on startup so it isn't viable for building. (We could add
> > a godot-tools flavor without GUI but would be overkill for now IMHO.)
>
> now with 100% less typos and better handling of the distfiles (thanks
> sthen@!)
>

Hi,

Thanks for sharing this one. I've used it for a small pixelart project,
and it works really well! A couple of points:

Is ${PREFIX}/libdata/pixelorama really the right place? I have used
${PREFIX}/share/pixelorama in the past for similar ports. My own
${PREFIX}/libdata/ is very empty despite many installed ports... only
'perl5' and 'pkgconfig' are in there. Looks to me like the wrong place
...

If I see this correctly, the whole source package is downloaded just for
the .desktop file, icon, and *.appdata.xml. Seems a little wasteful,
especially to me who doesn't do much with those files... Is there maybe
a way to download those directly?

In do-install, I would s,${WRKDIR}/Pixelorama-${V},${WRKSRC}, - is the
same, just easier to read.

If libdata vs. share location can be clarified, I'm ok thfr@ with
importing this.

I would also like to raise the issue of the future of the godot
infrastructure. The ecosystem has been developing rapidly, especially
in 2021. There are many other opensource projects similar to Pixelorama
that use Godot. It may be worth building them from source where
possible, but that would depend on a server/headless version of godot,
as well as an export template to use for those projects. The other
issue with such ports is that using the current approach with
`godot --main-pack Pixelorama.pck` uses the build for the editor that
is required to have verbose error checking.

A possible future for this might be splitting godot into 3 different
binaries for editor, headless builds, and pure runtime (without the
excessive error checking overhead), but from all I've seen, the project
would need 3 different complete builds to provide that. Updating the
port to do that wouldn't be very difficult (I already have a draft for
this), but I'm not sure if the cost on build time and size would be
okay to have better fit for the use cases. Outline of the build system
is at [1].

Thanks!

[1] https://docs.godotengine.org/en/stable/development/compiling/introduction_to_the_buildsystem.html

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