I love everything about this concept. Building your own stack, the overall aesthetic, doing simple things with modern tech to recapture the past... you are definitely my kind of people. "2004-era vision of the future" is a great slogan (although I'm also a fan of some c. 1984 insights).
Thank you! I'm really passionate about exploring this direction of computing, digging around in a bargain bin of discarded futures to find ideas worth pursuing.
I wonder if this would be well-known if it was free instead of a nominal cost of $5?
When I put this much work in, charging a tiny/nominal fee feels like a barrier without a clear reason.
Younger users without payment methods and those on a budget will not engage with what you built.
At $5, the income stream has to be miniscule, so why choose a $5 license instead of free with donations?
If you want to make money on this, all the thrilled users you currently have would have likely paid 2x or more the current price, so if making money from it is the reason for the cost, $5 is confusing. But $5 is also confusing as a cost of entry to something that could be widely enjoyed at no extra cost to you, and might bring you something good in return if it was free and not paid.
At $5 a pop I can't imagine you're getting much of anything, including attention or widespread usage.
The sketch layer is accessed with the 'eye' button in the bottom-right corner of the canvas screen. Clicking that button toggles visibility of the sketch layer and reveals three more buttons, and clicking the newly-revealed pencil button toggles drawing to the sketch layer instead of the canvas.
The decision to implement only two layers for Cobalt was a conscious one. The design of Cobalt is focused towards speeding up the user and helping them to finish their images, and I found that being able to go back and tweak each layer made it more difficult to commit to a final image.
Love it; editable patterns are my favorite feature. I also like that in general it is a very configurable editor - being able to customize each tool is extremely user friendly.
Thank you! The customizable tools give a surprising amount of power to the user for a relatively small amount of work (just a couple of basic editing screens). The most interesting outcome of all this is that the scatter and spacing parameters work equally well on the bucket fill tool as they do for regular brushes, allowing you to emulate white noise and similar when filling large areas.
Little known fact, the original DS touch screen is pressure sensitive. I don't know of any games using this feature, but the Colors homebrew does use it! So the DS was a fairly convenient digital art machine for its time.
I love everything about this concept. Building your own stack, the overall aesthetic, doing simple things with modern tech to recapture the past... you are definitely my kind of people. "2004-era vision of the future" is a great slogan (although I'm also a fan of some c. 1984 insights).
Thank you! I'm really passionate about exploring this direction of computing, digging around in a bargain bin of discarded futures to find ideas worth pursuing.
I wonder if this would be well-known if it was free instead of a nominal cost of $5?
When I put this much work in, charging a tiny/nominal fee feels like a barrier without a clear reason.
Younger users without payment methods and those on a budget will not engage with what you built.
At $5, the income stream has to be miniscule, so why choose a $5 license instead of free with donations?
If you want to make money on this, all the thrilled users you currently have would have likely paid 2x or more the current price, so if making money from it is the reason for the cost, $5 is confusing. But $5 is also confusing as a cost of entry to something that could be widely enjoyed at no extra cost to you, and might bring you something good in return if it was free and not paid.
At $5 a pop I can't imagine you're getting much of anything, including attention or widespread usage.
Reminds me of Flipnote (https://en.m.wikipedia.org/wiki/Flipnote_Studio), where people created very funny things as well (https://www.youtube.com/watch?v=GMS8-N3HCGI)
Amazing! I couldn't see how to do the 'sketch layer'. Layers would be amazing for this
The sketch layer is accessed with the 'eye' button in the bottom-right corner of the canvas screen. Clicking that button toggles visibility of the sketch layer and reveals three more buttons, and clicking the newly-revealed pencil button toggles drawing to the sketch layer instead of the canvas.
The decision to implement only two layers for Cobalt was a conscious one. The design of Cobalt is focused towards speeding up the user and helping them to finish their images, and I found that being able to go back and tweak each layer made it more difficult to commit to a final image.
Makes sense. Thanks!
Love it; editable patterns are my favorite feature. I also like that in general it is a very configurable editor - being able to customize each tool is extremely user friendly.
Thank you! The customizable tools give a surprising amount of power to the user for a relatively small amount of work (just a couple of basic editing screens). The most interesting outcome of all this is that the scatter and spacing parameters work equally well on the bucket fill tool as they do for regular brushes, allowing you to emulate white noise and similar when filling large areas.
Headline buried the lead that it also runs on other platforms. That part sounds really impressive.
Huge fan of this sort of work, would like to put my DS to use someday.
it's always awesome seeing people still making stuff for the DS.
It's such a good platform for running programs on. It's small, has plenty of grunt, and the dual screens are great for multi-window work.
Long live resistive touch screens!
Little known fact, the original DS touch screen is pressure sensitive. I don't know of any games using this feature, but the Colors homebrew does use it! So the DS was a fairly convenient digital art machine for its time.