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I am in the middle of a process of porting my game from Flash to iOS, using Cocos2D. I have a working version now and I am glad I could count with cocos for this. However, i seem to have stumbled upon a small issue. During the development process, I ask my artists to give me the animations set and i just call them as if they were assets.

I have seen examples of animation usage on Cocos, but I have only seen animations created by code. Furthermore, in my game we use animations that are composed of several parts. For example, a character would have his legs as different images than his body, and the animation would then place said images in accordance to the body and arrange them. Seeing Cocos2D's examples i was hopeful about the grossini animation, but then i saw the spritesheet had the whole frame as one image.

I feel like this is a very oldschool way of animating, as artists are supposed to animate a bit better than i can, mixing several images. Plus, adding some 5 lines of code more just so it can display an animation (we have a lot of em), seems to be sub-optimum.

Is there a tool or examples to guide me on implementing this kinds of complex animations? Am I asking for too much out of cocos or are there more developers/artists on this issue?

Andres C
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  • Cocos2d-iphone is quite a new framework (it's still 1.0-rc2) so most of the stuff are still manual. We are yet to have Interface Builder-like drag and drop tools for arranging layers and sprites. Although we are quite lucky to have support for loading TMX (tilemap) files and FNT (bitmap font) files. – Lukman May 24 '11 at 08:54

2 Answers2

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I've been behind a Kickstarter project called Spriter (http://www.brashmonkey.com/spriter.htm) and it seems to give artists a decent tool to animate the way I wanted to. Looking good so far!

Andres C
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