zSprite BMX module

Community Forums/Showcase/zSprite BMX module

Bremer(Posted 2006) [#1]
zSprite is a Single surface 2D openGL sprite module for BlitzMax. Very flexible and easy to use command functions helps you get your game finished faster.

Main features are:

Single surface layers
Sprite control includes: Create, Copy, Handle, Flip, Position, Turn, Angle, Scale, Alpha, Blend, Color, Shadow, Visible, Zorder, Collisions and Animation.
System controlled realtime drop shadow option per sprite or layer.
Z-order control of individual sprites and layers.
20 fully automated fire'n'forget sprite effects.
User defined collision frames for more precise collisions (works with rotation and scale).
Collisions comes in three variations, Sprite to Sprite, Sprite to Point and SpriteFrame to SpriteFrame.
Automated functions that can call a predefined function when collision occurs either once or continuesly.
Multiple images on same texture to generate different looking sprites from the same single surface texture.
Full access to all sprite data.
Bitmap Text functions.
Geometry functions: lines, triangles, quads.
A total of 150+ functions for easy sprite control.

The main concept behind the module is that you load a texture resource, create a layer which is assigned a resource.
As you create sprites, you assign these to layers. All sprites on same layer shares the texture resource assigned to the layer.



You can download the first demos from the following links:

http://www.zac-interactive.dk/tools/zsprite/zSpriteDemos.zip
http://www.zac-interactive.dk/tools/zsprite/zSpritePuzzle.zip

I have yet to decide on the price, but suggestions are welcome, and yes I know you want it for free, but that is probably not going to happen.

You can view the current docs here:

http://www.zac-interactive.dk/tools/zsprite/zspritedocs.html

I will be releasing this sometime this week. I am currently working on more extensive demos for it and the example library which currently is at over 50 example sources.


TartanTangerine (was Indiepath)(Posted 2006) [#2]
Looks like a nice pipeline. I'd say get some decent demos out as the one's you've included here don't actually show off your product at all.

I wanna see this collision frame and geometry stuff.


Bremer(Posted 2006) [#3]
I am working on some better demos, I have a lot of example code for it, but its not a collected demo, so I am going to do something that shows a lot of different features at the same time.


GW(Posted 2006) [#4]
Looks cool. however If there is no DX7 version of the same library, it severely cuts the utility.


Defoc8(Posted 2006) [#5]
hmmm...interesting..
- so, im wondering...does the user have to create convex
collision hulls? - or does your system accept none convex
hulls?...do you supply an editor for hull creation?


Bremer(Posted 2006) [#6]
Here is an example showing two sprites using collision frames with the frames drawn to visualize the collision area.

http://zac-interactive.dk/tools/zsprite/zSpriteCollision.zip

I don't have a frame creation tool yet, but the plan is that I will be making one.

[edit] I haven't begun looking into doing a DX version of it yet. DX is a bit more complicated to jump into than openGL, from what I know of it anyways, and I was shooting for cross platform support to begin with.

Also, here is a quick example of some lines,triangles and quads using the geometry functions.

http://zac-interactive.dk/tools/zsprite/geoLinesTrianglesQuads.zip


Daz(Posted 2006) [#7]
Hi Zawran,

Any news on pricing and the official release date?

Cheers.


Bremer(Posted 2006) [#8]
I am hoping that I will be able to finish the package by the end of this weekend. I am thinking about 25 euro as the price, but not decided on the matter yet.

I still need to finish a demo that showcase more of the features, and I will be making a collision frame editor really soon after release, as I doubt that I will be able to get one made by the end of the weekend, but most likely during week thereafter.

I will be working on that demo tonight, so if all goes well, I might post a demo during the weekend, and then release the module late sunday.