Hello, I very recently got started with app dev, just incorporated above programs into workflow and I am wondering if Gideros is compatible with these. I noticed that Gideros can make sprite sheets (there are good programs for this out there already so not sure if that is a needed feature) but how about physics shapes?
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The first one will be on the shelves real soon, and Level Helper will be ready in 1 months time I believe.
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My guess is, it can't hurt to ask if the developer would be interested in porting it to Gideros. While it is an additional platform for him to support, the functionality of Gideros should be roughly on par with Corona, they're both Lua based and we've already seen compatibility libraries pop up around here that could help the initial efforts.
PhysicsEditor currently supports Gideros starting from 1.0.9b1. You can download the Mac version here: http://www.physicseditor.de/download/ (it seems windows version is not released yet)
http://karnakgames.com/wp/gideros-svg-level-builder/
Now I'm trying to get back to it for something more complex, that would actually use the physics part: however, it seems to me that one limitation is that it doesn't support texture packs, that I wouldn't use for animation but just to keep bunches of similar items together, forcing to have graphics as single items. Am I correct, or maybe I'm missing something?
My question was that, if the images are in a texture pack, it seems to me that there are two issues:
- Shapes must be traced manually, as only the first one is recognized and traced in an image file
- There must be a manual adjustment in the code, as the shapes will be offset by their position in the spritesheet.
Once again, I may be wrong though!
Is there any example how to use the PhysicsEditor output data. I've searched around also in the examples but I could only find simple shaped examples. I have a complex bottom floor where I need to use physics.
Regards,
M.J.