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- #Add exporter to physicseditor how to#
- #Add exporter to physicseditor update#
- #Add exporter to physicseditor download#
- #Add exporter to physicseditor windows#
PES file and this is very handy when you want to add/ delete or change any of the physics paramters later on when you did some testing on your game.
#Add exporter to physicseditor how to#
In the next tutorial I will show you how to use it.Īlso make sure you save your PhysicsEditor file via the “Save” button, this will create a. Make sure this file is part of your game project folder. lua file describing the tracing or shapes of each platform object. For now it’s just getting PhysicsEditor up and running and use the program.
#Add exporter to physicseditor update#
For Rolly Bear, at this stage, I just used some random figures, but I will likely update them later on when I did some testing on my levels.
![add exporter to physicseditor add exporter to physicseditor](https://gamefromscratch.com/wp-content/uploads/2020/07/pictureimage_thumb_1531.png)
Now you can easily add them here via PhysicsEditor and come back to change them if you want anytime. These are often the physics parameters you would add in your “physics.addbody” line of code.
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You can set different physics parameters via PhysicsEditor. Depending for what the object is used for you care or care less about the precision of the trace.Īs we are building a game with Corona SDK, make sure you select Corona as export method in the right container. Note that the best possible trace means that the red lines follow most precisely the shape of our object. When you’re satisfied click on ok and continue with the next display object. With tolerance you can optimize the trace or use any of the other options provided by PhysicsEditor.
#Add exporter to physicseditor windows#
When you click the trace tool, a new dialog windows shows the object and with red lines how PhysicsEditor suggests the trace. Step 2: Create the best possible trace of your display object Select one of them and click on the trace tool. All your artwork should appear in the left container. Step 1: Load your art work/ sprites into PhysicsEditor and start the trace toolĬlick in the menu bar on “add sprites” to open your local directory and select the sprites/ art work you want. Which actually is not much of a big deal. So this post is just about using the program PhysicsEditor. I’m using my next post to show how to load everything and start using it (the important part!). In this post I show you how you can use PhysicsEditor. I hope this will give me some more resources to move the Rolly Bear World project forward :) I downloaded the book Corona SDK Mobile Game Development: Beginner’s Guide from Michelle M. I have mostly been reading in the last couple of days. So being on a beach and away from some of the loudness and chaotic street life of Asia provided me with some extra time to work on my Rolly Bear World Project. But I guess this is part of a trip like this, that at some point you have enough of traveling and rather go home. I’m now already 1.5 month traveling and I already got my first itches to start working again and missing “normal” life.
![add exporter to physicseditor add exporter to physicseditor](https://felgo.com/wp-content/themes/felgo/images/level-editor/customize.png)
We are pretty much relaxing on a paradise island. Just not as many tourists like in some of the other Thai Islands and the water is just stunning. If you ever visit Thailand I would recommend to visit Koh Lipe. I’m still in Koh Lipe, we did some great snorkeling and really enjoyed walking around the island.
#Add exporter to physicseditor download#
In case you’re new to PhysicsEditor, you can download the program here: Besides the tracing, another great thing about PhysicsEditor is that you can set your properties of each individual display object. Well, this can be solved with the tracing tool of PhysicsEditor. Often images have a transparent background which determines the real “image”, but when two display objects collide we want to images to collide as there shapes and not a collision of the larger transparent backgrounds. With PhysicsEditor you can easily trace your display objects so when the object bounce with other objects in your game it looks like the object has the real shape and not some bounding box around it. game performance, the developer of TexturePacker created another program called PhysicsEditor. In my previous post I introduced TexturePacker to handle a lot of images in a simple way to improve i.e.