SpriteWorks2 Now Available in GarageGames Store
by John Kanalakis · 11/03/2009 (1:43 am) · 28 comments
Featured in Michael Snow’s book, "Game Programming with Silverlight" and Blog, SpriteWorks is an fast and easy solution for creating animated sprite sheets for 2D games from existing 3D models and it's now available in the GarageGames store. SpriteWorks was created last year, based on the XNA graphics framework. As such, it required VisualStudio 2008 and the XNA Framework to be installed as well. But no longer.

SpriteWorks2 is a complete overhaul from the ground up. It's foundation has shifted from XNA to T3D and comes with a new look and a lot of great improvements. But the process of taking 3D models and generating animated sprite sheets for 2D games is the same. Existing customers are using SpriteWorks to create art for iPhone, TGB, and Torque X 2D games.
Collada 3D Support
One of the biggest features is support for the Collada 3D format. Collada is a popular 3D format that's supported by every major 3D editor, including 3D Studio Max, Maya, XSI, and Blender. You can easily load your 3D models into SpriteWorks via Collada export.New Lighting
SpriteWorks2 also offers even better lighting support. Now you can change the brightness and color of the light source, resulting in unique rendering effects. You can also use a mouse to drag the source light into position. You can also apply post-process image effects, such as blur, to add even more to your sprite sheets.Normal Mapping
Bring new lighting depth to your shader-based 2D games by enabling the normal mapping feature. This feature generates an additional animated spritesheet that is with normal mapped.
Image Blur
SpriteWorks2 also includes image post-processing effects, such as image blur. Even more visual effects, such as glow and cartoon rendering are in the works.
Quick Launch
SpriteWorks2 also adds a faster way to open to your DTS models by integrating with the Windows shell. Simply open Windows explorer and double-click any .dts file to open it up.Torque 3D Preview
SpriteWorks also serves as a low-cost solution for previewing 3D art assets and animations ready for the new Torque 3D game engine.New Usability
Lastly, overall usability was closely reviewed and improved to make it as easy and efficient as possible to bring in 3D models, pose them, and produce animated sprite sheets. In addition to the existing camera sliders, you can drag the mouse around to move and rotate the model into position.Position your mouse at the top-left corner of the viewport to reveal a popup menu that controls model placement and orientation by mouse. You can either capture a single frame of animation or create an entire animated sprite sheet.

After specifying how many animated cells you want, press the Create Sprite button to create an anti-aliased, translucent sprite sheet similare to the one below.

A 3D model, such as the jet captured earlier, can be quickly added to your T2D, iTGB, or Torque X 2D game project. Manny existing customers are using SpriteWorks to create content for Flash and Silverlight Web games.

SpriteWorks started as an XNA project last year and migrated to a Torque 3D project. Game developer Daniel Hopkins was a tremendous help in getting key functionality transitioned over in a very short period. He's a fantastic Torque 3D developer and deserves a ton of credit for his contribution.
The Future of SpriteWorks
SpriteWorks2 is definitely a huge leap forward from the original release, but it's also just the beginning. The plan to quickly move over from XNA to T3D was meant to open new development possibilities, such as Mac OS platform release that is already in the works. We also plan to support for even more 3D formats, and enabling new post-process effects.John K.
www.envygames.com
About the author
John Kanalakis is the owner of EnvyGames, an independent game development studio in Silicon Valley that produces games and tools for Xbox 360, Windows, and the Web.
#2
Looks good what you have done.
11/03/2009 (2:45 am)
@John: Is there an upgrade path for existing users of SpriteWorks or are we required to purchase again?Looks good what you have done.
#3
11/03/2009 (3:29 am)
Awesome JohnK. I will be getting this!
#4
11/03/2009 (3:40 am)
Pretty cool, I like!
#6
11/03/2009 (7:33 am)
I was just looking at that on your site... glad to see it in GG now.
#7
11/03/2009 (8:28 am)
Looks very useful, awesome stuff! :)
#9
11/03/2009 (10:44 am)
Awesome, I was just thinking about how I would do this very process. When my 2D game comes around Ill get it :). Fantastic job BTW.
#10
11/03/2009 (11:40 am)
This looks awesome. I still use SpriteWorks 1, so I have to second the question: Is there an upgrade path for existing users?
#11
1. There is certainly an upgrade path for SpriteWorks 1 customers. If you have your original download information handy, simply follow that link to get the update. If not, email me (listed in my profile page) and I'll re-send the link attached to your license.
2. The Mac version is running now, after some more testing, we'll be able to start packaging it up. So it should be available this month.
3. A lot of great feedback has been coming in and will funnel into a new release at the end of November.
Since SpriteWorks is a tool we created for our own Torque X 2D and iPhone game development needs, it's getting a lot of internal use and updates. So we'll be posting and announcing regular updates to it.
John K.
www.envygames.com
11/03/2009 (12:08 pm)
Thank you for the positive comments. Here's some more details... 1. There is certainly an upgrade path for SpriteWorks 1 customers. If you have your original download information handy, simply follow that link to get the update. If not, email me (listed in my profile page) and I'll re-send the link attached to your license.
2. The Mac version is running now, after some more testing, we'll be able to start packaging it up. So it should be available this month.
3. A lot of great feedback has been coming in and will funnel into a new release at the end of November.
Since SpriteWorks is a tool we created for our own Torque X 2D and iPhone game development needs, it's getting a lot of internal use and updates. So we'll be posting and announcing regular updates to it.
John K.
www.envygames.com
#12
11/03/2009 (12:28 pm)
Excellent, John. SpriteWorks is sort of the missing piece for me to be able to comfortably work only on a Mac with my iPhone projects :)
#13
Anyway, I tried to download the file: "Oops! This link appears to be broken."
Thank you John, much appreciated.
11/03/2009 (1:23 pm)
@John: I used the original download link this morning and missed the download link for version 2 ... I am going blind. :(Anyway, I tried to download the file: "Oops! This link appears to be broken."
Thank you John, much appreciated.
#14
John K.
www.envygames.com
11/03/2009 (1:40 pm)
NovoGeek, I'll check the link on the EnvyGames site and get that fixed. Thank you for pointing that out.John K.
www.envygames.com
#15
11/03/2009 (5:27 pm)
@John, I am a Version 1 licensee, and I really like the program a lot. Thanks for the updated version!
#16
11/03/2009 (10:56 pm)
Congrats! Good to see it in the store!
#17
"GFXD3D9Shader::initShader - failed to open shader 'shadergen:/8b5b81b157ca40c_V.hlsl'.
Not sure if this is a Windows 7 issue or something else.
Thanks.
Edit: This seems to either be a Windows 7 or a Windows 7 64BIT issue. I have now tested SpriteWorks on my XP SP3 machine and it worked.
Can someone confirm if they can run this on Windows 7 ... please.
11/06/2009 (2:27 pm)
@John: Me agaiin. Just installed "SetupSpriteWorks2_RC3.msi" on my Window 7 machine and I get an error at startup."GFXD3D9Shader::initShader - failed to open shader 'shadergen:/8b5b81b157ca40c_V.hlsl'.
Not sure if this is a Windows 7 issue or something else.
Thanks.
Edit: This seems to either be a Windows 7 or a Windows 7 64BIT issue. I have now tested SpriteWorks on my XP SP3 machine and it worked.
Can someone confirm if they can run this on Windows 7 ... please.
#18
John K.
11/06/2009 (11:53 pm)
NovoGeek, I'm bringing up a VM instance with Windows 7. I should be able to debug the issue and release an update.John K.
#19
I have Vista 64Bit on a laptop with DX10. Is it a DX9/DX10 issue?
Any suggestions?
Edit: works on my desktop, XP 32bit.
11/24/2009 (1:32 pm)
I just installed SW2 and get the same error as QuintonD (NovoGeek) as well.I have Vista 64Bit on a laptop with DX10. Is it a DX9/DX10 issue?
Any suggestions?
Edit: works on my desktop, XP 32bit.
#20
dark
12/14/2009 (10:12 am)
Hey John downloaded your demo of spriteworks from your website to test it out before i purchased it... im useing vista 64bit... would this be the issue why all dts and most dae model i load have no material texture on them... your demo dts no material dae does? is this an issue on 32bit.. i will just purchase on use that way then... just was trying to see if it was something else...dark

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