[HN Gopher] Show HN: Magma Studio - multiplayer drawing/art plat...
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Show HN: Magma Studio - multiplayer drawing/art platform for game
dev/animation
Hey, I'm the co-founder of Magma and coded huge chunks of the
product. My other co-founder Radek coded the collaborative drawing
engine in Typescript with parts in Web Assembly and also using
WebGL - that's why it has a native app feel. If you have an iPad or
a Wacom tablet we support pressure sensitivity (enable Windows Ink
if you have issues). We prepared 10 drawings that you can join.
Beware that there is a 30 users (drawing at once) limit on each.
You can easily create your own drawing and share the url with
others to join. https://magm.ai/k36k https://magm.ai/exp-1
https://magm.ai/exp-2 https://magm.ai/exp-3 https://magm.ai/exp-4
https://magm.ai/exp-5 https://magm.ai/exp-6 https://magm.ai/exp-7
https://magm.ai/exp-8 https://magm.ai/exp-9 How is it good for
game dev?: - Brainstorming on art - Concept art - Storyboarding -
Character development Some trivia: - There are 16 tools already
like paint, select, bucket fill, including advanced tools like
custom shapes - We have multiple brushes to choose from. More in
the Pro version. We will let you upload your own in the future. -
You can export to Photoshop and continue working there with some
more advanced post-processing - You can draw with a mouse, touch or
stylus (preferred) - iPad, Wacom and other tablet vendors - We are
building a team space called "Artspaces" with project & team
management. Currently teams can use an on-premise version of Magma
(dockerized). More technical: - We are one of the first commercial
projects to use Deepkit - a revolutionary high performance
Typescript framework https://deepkit.io/framework - It works on
Google Chrome, Firefox, Safari - but Google Chrome is preferred -
We use all the cool web tech like Canvas with WebGL acceleration
and a software fallback. Websockets for communication - 99% is
built in Typescript - 1% is Webassembly and C for some
optimizations. Node.JS on the backend. Happy to take questions :)
Author : RushPL
Score : 82 points
Date : 2022-03-31 16:30 UTC (6 hours ago)
(HTM) web link (magmastudio.io)
(TXT) w3m dump (magmastudio.io)
| wccrawford wrote:
| I clicked on the first one and it says "kill cops" and "hehe
| nice". This is why we can't have nice things.
| Minor49er wrote:
| Just paint over it
| tawaypol wrote:
| If that stopped people they could just fill the entire canvas
| and deny people from drawing. You can change your layer
| priority (which is global.)
| [deleted]
| iyasu wrote:
| Nice! If there's any aspects of growth in the games industry,
| it's definitely in making the artist's workflow more
| collaborative and efficient (of course, game infrastructure is
| also growing a lot too but it seems like AWS/Azure/Unity are on
| top of that).
| onion2k wrote:
| I have a vague recollection that id studio (id software's tools
| package for making games in their engine) has neat collaborative
| texture painting tool that runs in the game engine. Lots of
| artists can be in the game level at the same time, running in the
| game engine, painting bits of the level. It was one of the
| features that came with the MegaTexture tech around id tech 5 or
| 6. I don't know if it was a real thing that devs used or just a
| demo, but the notion of collaborating on art creation live is
| great. Its good to see the idea coming to the web.
| Shadonototra wrote:
| Nice concept, i can see this being very successful
| rsweeney21 wrote:
| This looks awesome! Impressive work!
|
| You mentioned you and your co-founder. Did the two of you build
| the entire product? Curious how long it took the two of you.
| RushPL wrote:
| We actually have 3 co-founders. Radek built aggie.io - it's
| been online for a few years. He initially built it to draw with
| his friends from South America. ;) First-hand need for art
| collaboration hehe.
|
| Wojtek and I were in the meantime building code2flow.com,
| collaboration solution for diagrams. Also took us a few years.
|
| 2 years ago we decided to join forces and built an ultimate art
| collaboration solution with the experience and codebases from
| Aggie.io and code2flow.com.
|
| Hard to say how many years ... Definitely over ten thousand of
| engineering hours but at the same time things were a bit harder
| few years ago when it comes to browser APIs so if we decided to
| rebuild it today it could take less time but we would also be
| more experienced.
|
| Today we're hiring some more people and it's a team effort!
| echelon wrote:
| > Today we're hiring some more people and it's a team effort!
|
| Have y'all raised capital?
|
| This is really impressive!
| RushPL wrote:
| Took us a few months but we're now wrapping up last
| investor for our Seed/SAFE round.
| tdullien wrote:
| Still room for more? :)
| echelon wrote:
| Congrats!
| rideontime wrote:
| Definitely using code2flow next time I need to make a
| flowchart for something, what a great concept.
| depingus wrote:
| This just brought back memories of openCanvas 1.1b72!
|
| I don't see it in your features, but one of the great things
| about OC was that it would record your entire process into a
| file. You could share that file so anyone could playback and
| pause your process.
| dcanelhas wrote:
| One nice thing about OC11b72 playback is that you can change
| the scaling of the canvas that you do the playback on and
| increase the resolution of the final image
| RushPL wrote:
| We actually have it on the roadmap. Not sure if it will be a
| file export but imagine being able to share your drawing as GIF
| timelapse, or being able to go back to any point in your
| drawing or generate a video from the entire process. Or even
| use your own drawing flow as a virtual drawing partner.
|
| Thanks for the suggestion!
| [deleted]
| kradeelav wrote:
| Very, very cool! Reminds me of mid 2010's days of messing around
| on iscribble with other college-aged artists - there's been a
| huge void for collaborative art sketching ever since then and
| OpenCanvas.
|
| Sending this link around to a few of my buddies.
| mansilladev wrote:
| Very impressive and intuitive. Been playing with it on my iPhone,
| and it's been working far beyond my expectations. Looking fwd to
| trying this on my laptop. Nice work!
| RushPL wrote:
| Thank you so much. :) Yes a lot of development went into it so
| that drawing experience is top notch. We're now expanding in
| areas that make it useful for a real production workflow. Game
| dev seems to be a sweet spot. I've been to GDC and spoke to a
| lot of people and got really good feedback.
| woolion wrote:
| Had some fun on the 9 one, and the experience almost feel like
| native software, quite impressive! I can't say much more as I'm
| on Linux, so pressure sensitivity does not work. Is it somewhere
| on a roadmap?
| RushPL wrote:
| We have an experimental WebHID support for some Wacom tablets.
| Can you let me know your username? I can enable WebHID for you
| and will leave you some instructions on how to try it out.
| RushPL wrote:
| Sorry, forgot to clarify. WebHID is a way to get pressure
| sensitivity on Linux. It was tested on Wacom One and Intuos
| Pro. But may work on more tablets.
| woolion wrote:
| Sounds great! I'm Woolion#1094. I'm using a Wacom Cintiq.
| RushPL wrote:
| All right, you can now go to "Edit -> Connect Stylus". Try
| reloading if you don't see it. I pray that it works for
| you. It's still somewhat experimental. :)
| woolion wrote:
| I could see the connect stylus after refresh, but
| unfortunately it didn't seem to work, either on the
| Cintiq or the Intuos Pro. If there's some mailing list or
| a roadmap, I'll definitely be interested in checking out
| again in some time, or even beta-test :-)
| RushPL wrote:
| So what could go wrong is lack of permission. Can you try
| doing "chmod 666 /dev/hidraw*" on root on trying again?
| woolion wrote:
| Sorry, that did not change anything. It's a bit late in
| Europe now, but don't hesitate to let me know about a
| beta.
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(page generated 2022-03-31 23:01 UTC)