A downloadable tool for Windows

Buy Now$15.00 USD or more

The Ultimate version of PolyOne3

PolyOne3 allows you to break free of the limitations of axis-aligned, tile-based systems and create any geometry by allowing you to edit geometry one vertex at a time if you so wish. This makes it possible to get more mileage out of your textures and tilemaps without having to spend as much time creating variations. The results can look more organic than typical entirely grid-based level editing approaches.

While you can edit geometry vertex-by-vertex, there are still more conventional rectangle and polygon creation tools that can speed up the creation process when needed without any loss of control; it's the best of both worlds in this respect but also in the combination of vector data in the vertices and raster graphics when using textured layers.

Things you could use PolyOne3 Pro for:

  • Creating levels and/or assets for all kinds of 2D and possibly even 3D games, or maps for tabletop RPGs
  • Easily loading the created levels in your own games, as PolyOne3 can export in JSON and JSV format, with an XML export also planned
  • Integrating your own mechanics into level design easily with Custom layer and vertex Properties, to achieve affects such as scrolling textures, vegetation that waves with the wind, and other special effects
  • Fixing perspective on photographs to create textures from them without perspective distortion

PolyOne3 is made with ENIGMA and LateralGM. It has been tested on Windows 7 and 10 only, and may run on some Linux distros, but some features may not work as intended.

You can get the Pro version of PolyOne3 for a lower price and gain access to updates early on Patreon if you subscribe to the $10 or $15 tier here: https://patreon.com/polyone3

Due to changes in life circumstances, I am no longer able to promise future updates in the foreseeable future. For this reason I have unlaunched the Patreon page. I am greatly thankful for any purchases, but please be aware that there is no guarantee of updates, especially in the foreseeable future. If at some future date development continues, the same features as previously described on this page will be under consideration, including: game object integration and placement, tilesheet/tilemap/atlas layers, XML export, and a .obj export for 3D models.

You can get the Lite version of PolyOne3 with limited features for free here, but if you want more information check out its own itch.io page: https://mbillington.itch.io/polyonelite

Purchase

Buy Now$15.00 USD or more

In order to download this tool you must purchase it at or above the minimum price of $15 USD. You will get access to the following files:

PolyOne3 Pro v0.4 2 MB
PolyOne3 Pro v0.4.2 2 MB

Download demo

Download
PolyOne3 Lite (limited free version) 1 MB

Comments

Log in with itch.io to leave a comment.

(1 edit)

So it's regrettably been a while since a PolyOne3 update to either the Pro or Lite versions. Life, burnout and the need to work for a roof over my head got in the way. Furthermore, I had a version that was nearly ready for release, but experienced a hard disk issue and much of my work was corrupted. I had an external backup drive but it was also broken, and the source files of PolyOne3 do not fit well with Source Control, so I lost all the changes, obviously very discouraging.

Well I'm finally trying to get back to work on PolyOne3 starting with a .obj export and a rewrite of the manual focused on How-To's and Q&A as a manual rewrite seems much more useful for someone that wasn't inside my head seeing the thought process unfold behind all of how and why PolyOne3 was designed the way it is. I can't set a deadline on this for sure but a month should be sufficient.

I've had very little feedback on PolyOne3 and I worry that's because usability issues stop people from finding uses for it, so please let me know if or what you have found PolyOne3 useful for as I'd be very interested!

(+1)

I think my advice is the same to so many right now. Lower the price not because your software is not worth $15, but because right now more people have $5 to spare than $15 or even $10.

More people will try it on itch that way. Raise the price incrementally as you add more and more features, or the economy changes. I wish you the best of luck either way.

(2 edits)

Hi, thanks so much for taking the time to comment. Also, I appreciate the honesty of your suggestion very much and have taken a few days thinking over it. I'm about to drop some personal relfections on this whole project and behind the scenes stuff and it may be kind of a lot, I hope you won't feel obligated to read it all, but it'll be here for anyone interested or that could learn from my mistakes.

I'm still undecided whether to take your suggestion on board. Here's where I'm at:

  • Price remains the same, zero to a few further purchases: Admission that the project is a commercial failure.
  • Price decrease, zero new purchases: Project is definitely a commercial failure, no loss.
  • Price decrease, a handful of new purchases: Project is a commercial failure, and I'll be kicking myself wondering if they'd have purchased without the lowered price - I think this is the most likely outcome (will explain why soon)
  • Price decrease, many new purchases: Great! But unless this blows up it's never going to be a sustainable source of income enough that I could quit my job and dedicate all of my time to this. (The same is probably true of the current price too though...)

Reducing the price also seems unfair on the few users that have purchased this Pro version.

Much as I don't want to, I have to admit that PolyOne3 was publishedin the wrong place at the wrong time (I don't think there is or ever has been a right place, hmm). Back when I started working on it Unity and Unreal weren't hugely powerful and popular dev tools that provided everything that was needed out of the box. Well, maybe less so Unity now, considering unfortunate things...

If this all looks like it's focused on financial sustainability, that wasn't originally the case. I feel compelled to give some context to the development of PolyOne3 that will hopefully explain that:

I moved back in with my parents when covid hit, simultaneously quitting my tech job because that was seriously damaging my mental health. If there was any time where things aligned best for me to get PolyOne3 "done", it was then. So I attempted self employment, but unfortunately my parents have no understanding of tech industry or what I was trying to do so I was under pressure from them to make PolyOne3 financially viable. I crunched my own project so hard to release the Pro edition that I stopped enjoying working on it or really anything else creative, hoping to justify the whole thing to them financially, but it amounted to next to nothing.

But none of this is to say anyone else is to blame for the financial failure of PolyOne3. In addition to publishing at the wrong time, I invested too much into a single huge project and didn't "fail fast" or read the market. I spent 8 years fitting working on prequels to PolyOne3 around tech jobs that involved more programming, the times moved but I stayed where I was and didn't read the writing on the wall. Don't make the same mistake as me, folks.

The rest of the consideration for financial viability just comes from when I wanted to be able to work on it full time and make it an incredible development tool that I would've used in my own projects. I have other self-learned skills that have been more lucrative in a few months than PolyOne3 Pro has been in 2 years! I also moved out of my parents' place again and had to get a tech job again to afford rent. I would love to live in a world where I could give this tool the love I originally envisioned, but it's difficult to justify because of the constraints of this underwhelming facade over reality that we call capitalism.

It's tragic to think how many other developers may be in similar circumstances yet without the luxury of more lucrative alternatives.