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PostPosted: Tue Feb 08, 2011 3:01 am 
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Joined: Sun Feb 06, 2011 12:44 pm
Posts: 10
Hello,

Here is a tutorial on how to create custom polygon shapes easy and fast with SpriteHelper

http://www.youtube.com/watch?v=p-Gjhc6FHgg


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PostPosted: Wed Apr 06, 2011 2:39 am 
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Joined: Wed Apr 06, 2011 2:28 am
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Location: Pennsylvania, United States
Hi,

Can I say thanks!! Stupidity I know. :mrgreen:


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PostPosted: Wed Apr 06, 2011 2:43 am 
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Joined: Sun Feb 06, 2011 12:44 pm
Posts: 10
Hey,

Thank you for the kind words!

Regards,
Bogdan


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PostPosted: Sat Apr 23, 2011 9:54 pm 
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Joined: Sun Mar 13, 2011 2:18 am
Posts: 3
thank you for this site.


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PostPosted: Tue Jun 21, 2011 7:03 pm 
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Joined: Tue Jun 21, 2011 7:01 pm
Posts: 1
Hi, @vladu.bogdan

I can't see this video. It says, "this video is private" :-/

!


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PostPosted: Tue Jun 21, 2011 9:41 pm 
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Joined: Sun Feb 06, 2011 12:44 pm
Posts: 10
Hey, Sorry about this. That video was showing an old version and people were getting confused.

Please see this.

www.spritehelper.org

and
www.levelhelper.org

Kind regards,
Bogdan


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PostPosted: Sat Jul 07, 2012 1:04 pm 
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Joined: Tue Sep 25, 2007 2:22 pm
Posts: 482
Do you have a feature in SpriteHelper that can add a transparent spacing between all sprites when automatically laid out (with rotation enabled)? My strategy is to use a large pvr and the undocumented feature that allows pvr textures that are too large for the max OpenGL texture size to be automatically downscaled by iOS. On the smaller displays, I sometimes see a vertical line at the edge of my sprites where texels from the next sprite over are blended in if I do not have extra spacing. All other features that I currently use in TexturePacker Pro look like you've got em in SpriteHelper. Excellent job! These tools have come a long way quickly.

Does LevelHelper have the tools to create physics shapes for terrain that are not linked to a sprite image?

How does your game engine backend handle changing collision shapes on frames of animation?


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PostPosted: Sat Jul 07, 2012 11:22 pm 
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Joined: Sun Feb 06, 2011 12:44 pm
Posts: 10
http://www.levelhelper.org/?page_id=1894

You can download the latest version from here

They have all you need

Space between sprites, rotation, pvr, trimming, cropping, border, dither, resampling algorithms all you will need from a texture editor

Physics, you can auto trace shapes in concave and convex ways, you can optimize the shape, you can create multiple shapes per sprite, you can assign user properties per shape in order to have more information hen collision occurs, you can make some shapes on the sprite sensors and some non sensors for greater flexibility.

Animations, different time per frame, user info per frame, live preview, notifications like anim has ended, anim has chaged frame, anim has ended all its repetition and many more

As for shapes on an animation, the body will be the body of the first frame. If you change the body during an animtion on each frame, that is slow and impacts fps, you can do its not desirable.


In levelhelper you can define shapes for grouds using bezier tool (which can also act as lines for more squareness) and you can apply a tileing texture on it, make it invisible or whatever your hart desires


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