TheCodez Special thanks: musikov Start date of development: 8.01.2014 Github:http://amakaseev.github.io/sprite-sheet-packer/
Uses Qt - Digia Plc, LGPL license.
Having noticed interest cocos2d-x communities in sprite packer with GUI solved will share the development.
Description:
SpriteSheet Packer - utility which allows to you collect sprites in atlas.
Information about sprites frames can be exported in cocos2d-x format or, merely, in json-file. Also, exist ability to add own formats.
Firstly, this project was developed for own needs, but in certain moment I thought that it can be useful for other devs
I performed some fixes and placed it in open source.
Will be glad to hear feedbacks,
Best Regards, Alexey.
Texture Packer of course surpasses in many parameters as it supports more settings, algorithms and the modes of preservation of textures and data, but in too time of SpriteSheet Packer carries out the main task of packing and automatic scaling isn’t much worse.
@amakaseev
I am a web developer. Since, it’s open source tool, I can contribute by creating a decent 1-3 pages website if you like (You can give me layout if you’ve in mind). There we can show the capabilities and comparison with Texture packer.
I mean, presenting a good product in a good way can motivate people to use your tool and may be some can contribute to the open source project if they like.
Also, can you please tell what in the following are supported by this tool:
Eg- I can see that ARGB4444 format is supported but dithering can be added as optimization.
Few suggestions: 1) Adding PVRTC4 compression to reduce overall altas size. 2) Looks like, you’ve already added polygon sprite support. But do we’ve control over selecting number of polygons to be drawn for each sprite? It can add to significant optimization in terms of rendering that polygon sprite.
Amazing work so far!
It is so nice to see that open source tools are developped for cocos2d which is an open source engine.
Do you intend to keep it open source forever?
I have a feature suggestion: I saw that you already started to support multipacking as TexturePack does (i.e. creating several spritesheet in one project if one spritesheet is not enough for all imported images).
One thing that always bugged me in TexturePacker is that there is no way to group sprites in the same project so that when it is multipacking, it preferably put these sprites together. For instance, if I have a single project with many smart folders so that then can not fit on one single spritesheet, TexturePacker will dispatch sprites of the same animation on several different spritesheets while for performance reasons they should be preferably kept together on the same spritesheet, even if it means losing some space. Do you see what I mean ?
Another very important feature for me is the ability to set the anchor point position (manually or automatically for center, borders and corners), including for several sprites at the same time. Moreover, TexturePacker is especially slow when changing the anchor point fo several sprites at the same time, I think you can do better
By the way, I just briefly tested the latest release (windows 64bits), and the polygon algorithm seems to not work with multipacking.
Thank you very much!
This project will be always open source.
The packer is suitable for the majority of engines, it is only enough to add an export format (there is an opportunity)
it is possible to add in a tree of files of sprites the second column - tags which will replace {n} in a name of a spritesheet
I didn’t even know about such functionality
always the anchor points exposed in a game (if it is necessary) as need for it for me was rare
thanks for testing, you could describe more in detail at what settings and what the sprites didn’t work for you?