Status Update
Fortunately, I am almost finished with the major portion of my work (as you know, I primarily oversee the UI stuff) for future versions of Pixelmator – 1.6, 1.7, 2.0. Therefore, I think that I will be able to be in touch with you more often. We (me and you guys, that is) must live through the period when Aidas and other Pixelmator development staff (I promise to introduce them to you sometime) will completely finish version 1.6, code named “Nucleus.” Everyone here is very hard at work and cannot wait to introduce you to the latest and greatest Pixelmator.
As for Pixelmator 1.6 Nucleus, although I would love to offer you more details about its features, it is too early for me to do so. Some features may be delayed for later, and some may be added in the development process (even though our development plan is very strict, some changes still find their way in or out). We want to be sure that we ship everything we promise—a goal that we always strive to attain.
But one thing that I can tell you about Nucleus is that it is mostly about the Pixelmator foundation and basic tools. The pleasant thing is that the major part of Nucleus improvements will serve as an effective basis for 2.0. Remember, we promised that Pixelmator 2.0 will ship with a rock-solid foundation and we aim to deliver on this pledge – we just need some time.
Since Aidas is very busy at the moment and I am tasked with letting you know about the happenings at the Pixelmator Team command post, I think it is OK for me to take over the Pixelmator Team’s Twitter account (yes, it does exist). So from now on (dunno, maybe just temporarily), I will babble for you on Twitter – follow me!
Always good to catch up on more Pixelmator stuff :) Keep the info coming! I showed the package to a youth group last night and students today and all of them were blown away by how snappy and groovy Pixelmator is. Nice work as always :)
1.6 Nucleus is even snappier and groovier ;)
It’s not a really feature request, but let 3rd party developers (like my;) ) to know the .pxm file format would be awesome, i’m sure .pxm file support in 3rd party apps will grown the count of the Pixelmator users :)
i understand the difficulties of backwards compatibility – but it would be nice if pm worked on os x 10.4. any plans on that matter?
Bberg, therefore Mac OS X 10.4 was a great OS – it is history for us. Have to move forwards.
Re: Saulius, it’s not like we missed that CoreImage leak anyways. =)
Quick question though: When I do my Scanlation work, I often revert back to Pixelmator 1.3.3. While the brush engine was no where near as robust as what you guys managed to fit into 1.4 and later (And to that, I really congratulate you guys; I wasn’t expecting anything half as amazing or robust) but for precision work, I found the old brush engine significantly more responsive and detailed for cursor strokes that might be only 3 or 4 pixels long. Setting spacing down to 1% helps, but I find myself wanting to go future to emulate what Pixelmator was capable in 1.3.3 and earlier. So I currently have two versions side by side. 1.3.3 for my scanlation work, and 1.5.1 for anything that needs more flashy then Photoshop can handle.
Is there any chance the higher precision brush technique returns in 1.6 etc?
Wooster,
I remember one of the guys here (at the office) told me about this technique – I think there is a ticket assigned to somebody in Pixelmator Lighthouse (project management software).
=) Sweet, that’s more then I was expecting. Thanks Saulius!
@Wooster
Current brush engine tries to smooth mouse movements in order to avoid jaggy lines.
Content-aware brush / fill in CS5 previews are the first thing that I have seen that make me think about switching back — any hope to see something like that in a future release?
i hope to see a iPad version soon.
one like the brushes app in pixelmator style
@ 11
+1 An iPad version would be awesome.
@kasuja @Mike
*Chants* iPad iPad iPad iPad ^_^
The iPad version can be call Fingerpaintor™.
have Pentool on new version?
That’s what I was writing about – the new brush engine is pretty much useless if 1-2 pixels make a difference. You draw a short thin line in 1600%, and the pixels at both ends are neglected and not drawn.