Sprite Monkey for OS X

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J. Baker
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Re: Sprite Monkey

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Sprite Monkey Demo v1.5 now available! Full version should be available on the Mac App Store soon! The demo is fully functional but limited to 4 frames per sprite sheet/strip.

Sprite Monkey is now a 64bit Cocoa sandboxed app!
Export sprite coordinates to PureBasic's DataSection in a "*.pb" file format.

Download the demo here...
http://www.posemotion.com/download/sm_demo.zip
www.posemotion.com

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Re: Sprite Monkey

Post by jesperbrannmark »

Wow. Great!
Could you please make a step by step guide updated version on the procedure on getting it to appstore?
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Re: Sprite Monkey

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jesperbrannmark wrote:Wow. Great!
Could you please make a step by step guide updated version on the procedure on getting it to appstore?
Yeah, I can do that. As it took me a minute to get the new sandboxing/entitlements thing working properly. Give me until tomorrow night to post something. I need to gather everything I've done and put it in order myself. ;)
www.posemotion.com

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Re: Sprite Monkey

Post by spacebuddy »

Waiting for update since I purchased on the App Store :D :D
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Re: Sprite Monkey

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spacebuddy wrote:Waiting for update since I purchased on the App Store :D :D
Yeah, just waiting for Apple to review it. I had to resubmit as the "Preference" menu wasn't disabled. But thanks to Wilbert for that fix. :D
www.posemotion.com

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Re: Sprite Monkey for OS X

Post by wilbert »

I got an update notice to to v2.3.0 :)
Nice to see you are still coding.
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Re: Sprite Monkey for OS X

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wilbert wrote:I got an update notice to to v2.3.0 :)
Nice to see you are still coding.
Glad you got the update! I think it's time to add batch conversion to Cafio now. :D
www.posemotion.com

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Re: Sprite Monkey for OS X

Post by J. Baker »

Sprite Monkey v2.4.0 now supports retina displays!

See the first post for a full list of features.
http://www.purebasic.fr/english/viewtop ... 26#p358526
www.posemotion.com

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Re: Sprite Monkey for OS X

Post by J. Baker »

Sprite Monkey v2.5.0 released!

New features...

• Multi-Select/Drag - Now you can select multiple images and drag them.
• Optionally keep the export window open if you need to export to multiple devices.
• Updated the help file.

https://itunes.apple.com/us/app/sprite- ... 8432?mt=12
www.posemotion.com

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Re: Sprite Monkey for OS X

Post by Danilo »

Does Sprite Monkey support packing of the texture atlas, so space is optimally used (like TexturePacker, SpriteBuncher, MonoPack),
or does it create sprite sheets with sprites of same size only?
What I mean is, does it re-arrange sprites of different sizes optimally on the resulting sprite sheet,
so many sprites of different sizes are packed to create the smallest possible output image?
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Re: Sprite Monkey for OS X

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Yes, it does import sprites/images of different size. There's some generic math code to lay them out automatically but you may need to reposition them by dragging them with your mouse. Hope that clarifies your question. ;)
www.posemotion.com

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Re: Sprite Monkey for OS X

Post by Danilo »

J. Baker wrote:Yes, it does import sprites/images of different size. There's some generic math code to lay them out automatically but you may need to reposition them by dragging them with your mouse. Hope that clarifies your question. ;)
Thanks, but I still don't understand the "no plugin" approach. How can I load the sprites from the sheet
in different systems, like PureBasic/SpiderBasic/Monkey X/Cocos2D/HaxeFlixel...?
I would think it requires a loader for all systems, to load the sprite from the correct packed co-ordinates at the right size?
Somehow your website and the AppStore site do not explain how to use it with different programming languages/systems.

Do you have an examples package to show how to use the resulting sprite sheet with some systems?
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Re: Sprite Monkey for OS X

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Danilo wrote:
J. Baker wrote:Yes, it does import sprites/images of different size. There's some generic math code to lay them out automatically but you may need to reposition them by dragging them with your mouse. Hope that clarifies your question. ;)
Thanks, but I still don't understand the "no plugin" approach. How can I load the sprites from the sheet
in different systems, like PureBasic/SpiderBasic/Monkey X/Cocos2D/HaxeFlixel...?
I would think it requires a loader for all systems, to load the sprite from the correct packed co-ordinates at the right size?
Somehow your website and the AppStore site do not explain how to use it with different programming languages.
My bad.

The "no plugin" means that you don't have to wait for the or a developer to create and export plugin (such as a dll on Windows as an example), so it works with a certain game engine or code. You just create your own export script, using the Sprite Monkey" script tags. Then you can use whatever game engine or code to read the script of all the sprite coordinate information. Does that make sense?
www.posemotion.com

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Re: Sprite Monkey for OS X

Post by Danilo »

J. Baker wrote:Does that make sense?
Maybe. :D

Do I create an export script one time, so I can use it again to export for the same system?

Is there still a demo available? http://www.posemotion.com/download/sm_demo.zip doesn't work anymore.
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Re: Sprite Monkey for OS X

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Danilo wrote:
J. Baker wrote:Does that make sense?
Maybe. :D

Do I create an export script one time, so I can use it again to export for the same system?

Is there still a demo available? http://www.posemotion.com/download/sm_demo.zip doesn't work anymore.
Yes but just remember, this demo is old (v2.1.0) and doesn't feature the auto scaling canvas, retina and whatever else I've added or changed since then.

http://www.posemotion.com/download/spritemonkeydemo.zip
www.posemotion.com

PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef


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