![]() In another thread I was asking which language & API I should go for, coming back to games after 20 years (& knowing Pascal, which is more or less dead, for games, by now). ![]() I've figured out that the best, since I'll have to learn a new language anyway, would be to check which tools are available out there, & to go for whatever API's they support.Ģ0 years ago I had my own tools, and I'm looking for similar existing tools. I had a good tilebank+tilemap editor, and here it mostly seems to be covered (on the paper) by the "Tiled" map editor, and more. It even seems to have solidity paths per tile (making me wonder if I couldn't also use it as a sprite bank tool), I didn't have that luxury back then. Also seems popular & supported, so this seems covered. I don't need 2D animators (yet), however to me the bare bones of a sprite bank tool (of course back then I didn't need texture packing as nothing was 3D-accelerated, but I still had my sprite manager tool) are: On the sprites side however, I'm finding a lot of simple texture packers and a lot of complex 2D animating tools (Spine, Spriter), but nothing "in-between". True that they will get rid of the emptiness anyway, but it's hard to predict your largest bounding box IMHO.ĭo people really align/center sprites by code? Apparently existing tools (except Shoebox apparently) expect you to center your sprites inside a large blank rectangle. Other kinds of points/rectangles/zones are handy when it comes to place points bullets are shot from, particle origins, etc.Īnyone has heard of such a good sprite bank editor with these features, or are Spine/Spriter the only options at the moment? They're overkill for me but hey, I assume they can be used for simple stuff as well.īut there are many others, too: Unity (C#, cross platform), LibGDX (Java, cross platform), SpriteKit (Swift, iOS) My tool had collision rectangles, the complex animating tools seem to have all this in free form, but the simple packers seem to have absolutely nothing here. > Do people really align/center sprites by code? If you want to stay with 2D it does not really matter - they all have more or less the same functionality. Of course not :-) You should align the animations - e.g. But you don't have to align all sprites.ĭid you try TexturePacker ? It should have everything you are looking for. I modified a bit in HelloWorldScene of PhysicsEditor cocos2dx demo to make it simpler, Here are some of my code: initPhysics gravity.Set (0.0f, 0.0f) So that the sprite will not move. Just make sure that your animation phases are aligned. It also contains a pivot point editor that allows you to adjust the animations if you have different cropped images. The SpriteKit framework makes it easy to create high-performance, battery-efficient 2D games. The real time preview shows you how the animation will look like. It also removes transparency around your sprites (if you want) to pack the sprite sheets as tight as possible. The information is stored in a data file that contain the name of the sprites, the coordinates and pivot points (if supported by the frameworks). ![]() You can load these sprite sheets into all current game development frameworks (LibGDX, Cocos2d-x, SpriteKit, Unity.
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