cocos2d tools to add to wiki

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!

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. :slight_smile:

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

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

Thanks
Dac

Hello,
I have some tips.

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

`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 :slight_smile:

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);

Awesome work! Have u contacted the author of CocosBuilder?

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

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.

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

thank you Milda,

Any level editor or particle editor for windows?

it’s a particle editor for windows , and it’s free.
http://www.cocoachina.com/bbs/read.php?tid=85744
http://yangping-account.iteye.com/blog/1325353

sorry,it‘s for mac

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

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.

Anybody who can find way to code connection?

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 ;)!

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.

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

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?