Forum > C++ > cocos2d tools to add to wiki

cocos2d tools to add to wiki

By aqnuep Posted 2011-09-06 05:41 Comments 33
aqnuep
  • Posts: 45

Hi,

I would like to suggest a few tools to be added to the page Editors_for_cocos2d-x_TextureTilemapParticleActionLevel_etc.
I found these when searching for tools for cocos2d.

Font editor:
* Hiero (cross-platform): http://slick.cokeandcode.com/demos/hiero.jnlp (free)

Texture atlas editor:
* TexturePacker (Windows, MacOSX): http://www.texturepacker.com/ (basic version is free, full version is \$19.95)

Physics object editor:
* PhysicsEditor (Windows, MacOSX): http://www.physicseditor.de/ (basic version is free, full version is \$19.95)

Can you please add these to the wiki?
I would encourage others as well so that if you find any nice tool to use with cocos2d-x, please share it with the rest of the community!

walzer
  • Posts: 1735
  • Location: Xiamen, China

#1 RE: 2011-09-06 07:55

Thanks very much for your info. I just updated the wiki page.
If you know other tools/editors compatible with cocos2d-x, please tell me, I’m very glad to promote them on this website. :)

Less is More. Keep Focus.

homaica
  • Posts: 15

#2 RE: 2011-09-11 19:52

Hello
If you could also add Bitmap Font Generator to the Wiki. It’s free

http://www.angelcode.com/products/bmfont/

Thanks
Dac

MildaGenius
  • Posts: 105

#3 RE: 2011-09-12 00:29

Hello,
I have some tips.

Graphical interface builder:
http://cocosbuilder.com/
http://www.cocos2d-iphone.org/forum/topic/15668

walzer
  • Posts: 1735
  • Location: Xiamen, China

#4 RE: 2011-09-12 17:37

`Dac Toan Ho, I added Bitmap Font Generator

`Milda Genius, Basically thought, an action editor must output the result to a file format (xml, json, etc), then parse it at running the game. If you use CocosBuilder, you must add CCBReader.m & CCBReader.h into your cocos2d project. But this class is in objc, which means you can only use it in ios game, but not other platforms. I think it’s the same to CocoShop. Anyway, they are compatible with cocos2d-x ios port, so I just add them into the wiki page.

It will be highly appreciated if anyone can contribute the c++ port of CCBReader.m/.h to CocosBuilder.com :)

Less is More. Keep Focus.

MildaGenius
  • Posts: 105

#5 RE: 2011-09-16 03:19

We have ported reader to C++, but its first unoptimized version (its really slow).

So if somebody can do optimalization, it will be great.

Use:
CCNode* ccbScreen = CCBReader::getInstance().nodeGraphFromFile(“example.ccb”, this, menu_selector(HelloWorld::menuCallback));
this->addChild(ccbScreen);

CCBReader.zip (5.3 kB)

CocosBuilder.zip (8.8 MB)

walzer
  • Posts: 1735
  • Location: Xiamen, China

#6 RE: 2011-09-17 02:22

Awesome work! Have u contacted the author of CocosBuilder?

Less is More. Keep Focus.

ww_boy6
  • Posts: 2

#7 RE: 2011-12-05 20:29

Ya it really looks nice. Any other progress from now on? And can you please state which part is not optimized and slow?

MildaGenius
  • Posts: 105

#8 RE: 2011-12-06 11:41

Hello,
nothing big news from last post.

I contacted the author, with info about port to C++ and some proposals, but no answer from him.

The slow part is reading fragments from sheets and ofcourse working with dictionary.

But its still best tools for creating UI.

ww_boy6
  • Posts: 2

#9 RE: 2011-12-06 17:48

Agree and thanks. That seems not a big deal. I’m finding out the way of the code connection.

sue602
  • Posts: 88

#10 RE: 2012-03-09 02:22

thank you Milda,

sc055
  • Posts: 3

#11 RE: 2012-03-24 21:42

Any level editor or particle editor for windows?

sue602
  • Posts: 88

#12 RE: 2012-03-25 13:45

sue602
  • Posts: 88

#13 RE: 2012-03-25 13:51

sorry,it‘s for mac

and it’s for windows really!
http://code.google.com/p/cocos2d-windows-particle-editor/

tix
  • Posts: 26

#14 RE: 2012-03-27 01:49

Daniel Rakos wrote:

Hi,
>
I would like to suggest a few tools to be added to the page Editors_for_cocos2d-x_TextureTilemapParticleActionLevel_etc.
I found these when searching for tools for cocos2d.
>
Font editor:
* Hiero (cross-platform): http://slick.cokeandcode.com/demos/hiero.jnlp (free)
>
Texture atlas editor:
* TexturePacker (Windows, MacOSX): http://www.texturepacker.com/ (basic version is free, full version is \$19.95)
>
Physics object editor:
* PhysicsEditor (Windows, MacOSX): http://www.physicseditor.de/ (basic version is free, full version is \$19.95)
>
Can you please add these to the wiki?
I would encourage others as well so that if you find any nice tool to use with cocos2d-x, please share it with the rest of the community!

I rewrite the GB2ShapeCache of PhysicsEditor by using C++ and hope it is useful.

kodok88
  • Posts: 13

#15 RE: 2012-03-27 07:29

Anybody who can find way to code connection?

starfair
  • Posts: 25

#16 RE: 2012-03-27 13:16

Hi all!
I rewrote the free programm “Texture Atlas Maker”. The source code was published here: http://www.codeproject.com/Articles/330742/Texture-Atlas-Maker
I’ve added the ability to save the resulting texture in the following format:“.plist”. Enable this feature you can click on the button “..options”.
How to create texture - described in the link. This is certainly not “TexturePacker”, but it’s free ;)!

AtlasMaker.jar (54 kB)

devdorris
  • Posts: 15

#17 RE: 2012-03-30 22:59

Did anyone make any more progress on the CCBReader.cpp? If not, I’m going to take a look at it and see what I can do.

winipcfg
  • Posts: 141

#18 RE: 2012-03-31 01:12

小 苏 wrote:

sorry,it‘s for mac
>
and it’s for windows really!
http://code.google.com/p/cocos2d-windows-particle-editor/

Good to know that there is an Editor in Windows. Tried it and found a bug.
Anyone knows the project website so we could update the issues and feedbacks? Thanks

hz07003432
  • Posts: 2

#19 RE: 2012-04-10 06:35

Milda Genius wrote:

We have ported reader to C++, but its first unoptimized version (its really slow).
>
So if somebody can do optimalization, it will be great.
>
Use:
CCNode* ccbScreen = CCBReader::getInstance().nodeGraphFromFile(“example.ccb”, this, menu_selector(HelloWorld::menuCallback));
this->addChild(ccbScreen);

if it have two button,How can we do?
and can we get the element of the scene?

MildaGenius
  • Posts: 105

#20 RE: 2012-04-10 14:37

Hello,
set each element in scene tag for identification and then use getChildByTag().

If you have two buttons use tags too:

HelloWorld::menuCallback(CCObject* pSender)
{
   CCNode* node = (CCNode*) pSender;
   int nodeTag = node->getTag();

   if (nodeTag == 1)
   {
      //first button
   }
   else if (nodeTag == 2)
   {
       //second button
   }
}
hz07003432
  • Posts: 2

#21 RE: 2012-04-13 06:41

where the tag we can set it ?
I didn’t find tag where we can set in Cocosbulier.

MildaGenius
  • Posts: 105

#22 RE: 2012-04-13 07:23

1.select item for which you can set tag
2.set tag for selected item

CocosBuilder.png (216.3 kB)

winipcfg
  • Posts: 141

#23 RE: 2012-04-18 02:55

hannon235
  • Posts: 10

#24 RE: 2012-07-01 16:11

Hi All,

I have updated the GB2ShapeCache reader class to work with the newest branch of cocos2d-x, 2.0. This handles the deprecation of CCMutableDictionary and CCMutableArray. Check out the project page on my site for download or links to the source on github: http://www.channon.us/?page\_id=48

franck
  • Posts: 140
  • Location: Berlin

#25 RE: 2013-06-24 16:12

Is there a free font editor available for Mac OS X ?
What are you guys using ?

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