@abitofcode That'd just be mean.
[Zwoptex]: 1.0 Released
(75 posts) (26 voices)-
Posted 1 year ago #
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Why can't it output pvr? Jw. Think it would be awesome and save meh time! :D
Posted 1 year ago # -
PVR has a lot of options when creating them and I just haven't found time to incorporate "export modules" in over other feature requests that would seem to be of use for more users.
I eventually would like to get it in :)
Posted 1 year ago # -
Man, are we spoiled by $.99 apps or what...
Pro Tools for sound/music: $10,000+
Adobe Creative Suite for graphics: $1800.00
Paying an artist anyway: $500-1000
Zwoptex: $24.95...priceless.Amazing that such a powerful tool is available for SO little money...makes the availability of Cocos2d for FREE a miracle if there ever was one. (Of course, I'll be donating more to the Cocos2D fund when my app's sales start pouring in ;).
André
P.S. - Also happy to pay a measly $7.95 for Particle Designer, and the few bucks the Joystick code dev's are asking for their tools.
Posted 1 year ago # -
pvr would be a nice feature, though all the other features already make this tool invaluable.
Chill time everyone, this isn't a WoW forum ;)
Posted 1 year ago # -
The biggest feature I'm working on next is what I'm dubbing "Sprite Aliasing". One of the most annoying things I have to do with my sprites is thin animations and piece the timing back together ( removing duplicate frames ).
Sprite Aliasing would let you import a 400 frame sequence and merge duplicates ( automatically ) as "Alias's" to other sprites. Each frame in the coordinates would have an "alias" array with names that the sprite is aliased as.
Users would be able to add or remove custom alias's too if needed.
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The next two features after that is to the ability to define a coordinate rect that is "inside" the image data so that tiling sprites wont get edges in between the tiles and then support for exporting the original sprite sheet + coordinates and a smaller version + coordinates (high res, normal res ) support.
-Robert
Posted 1 year ago # -
Forget pvr, I want that stuff :D
Posted 1 year ago # -
@abitofcode haha exactly.. I try to focus on features first that you cannot find elsewhere ( PVR you can do via command line ) and then features that are more convenient
Posted 1 year ago # -
Looking forward to the Sprite animation features.
Once I get some time I'll tidy up the fireworks script I've been playing with, its a modified version of one I found online a while back. It takes each item on a layer and find the bounds before outputting each layer as a separate file. I have it write a code snippet at the same time containing the coordinates of each item, it's quite useful for throwing together screen layouts.
Zwoptex fits in nicely to layout the output from the script
Posted 1 year ago # -
I'm not sure if it's supported now or not, but a feature I would most like to see is to be able to export separate sprites from a spritesheer. I know there's a tool for that but it takes quite some time to use when you only need one GUI image and you have 400 frames of animations in the same project file ;)
Posted 1 year ago # -
Well, that's okay since it is possible to do a one-time upgrade from Texture Atlas all the way to the Zwoptex 1.0
It's more about the fact that you don't want to keep bazillion png files on the SVN/GIT/whatever, it's just so much more convenient for me (as a programmer) to have a single file and never worry about backups
Posted 1 year ago # -
I agree about keeping .png files out of source control but I do hope you have the files that originally output your source images.. Zwoptex does not maintain 100% integrity of the source images ( it removes transparency, converts color profile to DeviceRGB and premultiplies the alpha channel ). While 99% of the time this is never an issue it may cause problems if you're trying to use it as your single storage point and have no backups of the source anywhere.
Posted 1 year ago # -
Robert, 1.0 looks awesome and I will purchase my license over the weekend. Quick question. You have multiple images on your Sprite sheets. Can I use multiple different sprites on a single sprite sheet? And Cocos2d will know where to grab them from?
(Spritemanager2 for Unity 3D works like this, but that's a horse of a different color)
If it does, and has functioned like this, I have some serious optimising to go back and do...lol
thanks,
B.Posted 1 year ago # -
@ Robert - sure we have originals. Just I, as a programmer, have no need to keep the orignal psds ;)
Posted 1 year ago # -
Gah, so torn on whether too purchase. Someone - please push (convince) me too purchase just a tad bit more :D
Posted 1 year ago # -
i may buy after is supported in cocos2d
Posted 1 year ago # -
Great stuff! Once I sell a few copies of my game, I will be able to afford it... It's be a no-brainer!
Zwoptex is truly the must have app for sprite based games! Buy it!
Posted 1 year ago # -
@brendang I'm not quite sure I understand what you mean by "multiple different sprites on a single sprite sheet". Do you mean you could say for instance have a fox animation, a duck animation and some UI on a single sprite sheet?
If so then yes you can put whatever texture data you want into a single sprite sheet. cocos2d has different ways of using sprites from sprite sheets and they have different levels of optimization in terms of draw call count and performance but that is unrelated to the texture data itself.
While not official supported by cocos2d the rotation is a small patch that is available on the website.. see http://www.zwoptexapp.com/extras.php. I'll be doing some video tutorials/feature introductions on Zwoptex in the coming days to help explain the feature set and it's advantages and how to use it to it's maximum potential.
-Robert
Posted 1 year ago # -
The videos will help a lot - Still wearing of updating to 1.0 until I KNOW I am going to make the purchase, because of the trial and I am working on a semi big project. :D
Posted 1 year ago # -
I bought it immediately on release with great happiness. Being a non-graphics person it has help me immensely in the past and I for one appreciate all Robert has done. Worth every penny. As a developer I love to support other developers. I have bought several tools that have saved time and time is money. This is a great program.
-JimPosted 1 year ago # -
Just purchased...Great tool, saves so much time and effort when paired with cocos2d.
The amount of time it saves is a no brainer purchase.
Posted 1 year ago # -
Applied Robert's patch (Zwoptex v1.0 support) in "develop" branch:
http://github.com/cocos2d/cocos2d-iphone/commit/478f6ca9a0aa73f4ee2bb2fba19d02b7958f929dBasically it is v0.99.4 + Zwoptex 1.0 support patch
To download it:
$ git clone git://github.com/cocos2d/cocos2d-iphone.git developPosted 1 year ago # -
Just bought it. Thanks :)
Posted 1 year ago # -
I would pay 30$ for Zwoptex If I knew that there is a share of 10$ for riq.
I don't feel well to pay someone for accessories on a product that is free and this fact puts in danger the future of the product.
Just my thoughts...
Posted 1 year ago # -
Robert, any news on the video tutorials and introduction?
Thanks,
MarcoPosted 1 year ago #
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