I have been using this for years. This works extremely well for building and editing Chain physics for GMS, and I use it often, but it has some major issues users need to be aware of:
1. It doesn't properly support image scaling out of the box. Code it produces has to get rewritten like so:
These two issues only come up if you're making a game with physics and are not strictly keeping pixel scales 1:1 (or are, say, mirroring objects in a Room with negative image_xscale)... but that's a lot of practical use cases, and I dearly wish this was fixed out of the box. Having to do this manually for something like a hundred objects at this point has been a serious time-suck.
3. Zooming in and out is a little crude and harder to work with than it probably should be. It would be nice if zoom scaling was an adjustable constant in an INI or something, so that different mouse-wheel settings or resolutions were better-supported.
4. It doesn't have any support for testing physics objects with GMS's new feature. GMS finally supports Box2D raycasting (takes small bow) but you cannot test raycasts directly in this right now.
5. This tool would be great if it had an auto-lozenge creator for pill-shaped physics bodies that slip past each other more readily would be handy, especially for newbies.
All that said... do I recommend buying this, if you're serious about developing for the GMS engine? Yes, I do.
None of the other Fixture editors explicitly support Chains, and Chains are really, really good for larger objects with complicated collision geometry. I just wish the author would come back to this project and either include the source code so we could build new features ourselves, get in touch with me about letting me fork it, or take up the suggestions shown above to explicitly handle object scaling during runtime.
Tried to use this for a pixelart game, the ui is unresponsive when you fullscreen. You can't zoom in enough to work with this for pixelart games either. It just really isn't great to work with for pixelart sadly.
Hi. On the off chance you return here after two weeks, here's some help.
I hear you about the lack of zoom-in for really itsy-bitsy physics. Here's a straightforward solution, if you're willing to do a little extra work.
To utilize this for pixel-art scale, scale up the pixel-art graphics in your image editor (using Nearest Neighbor to keep the blockiness intact), and save the result as my_image_SCALED.png. Then import the scaled version into this and set your physics.
After editing, take your resulting code and add some changes like so:
xPos/yPos is whatever number Fixture Editor provided. my_rescale_factor is whatever scale you used in your image editor (I'd use 8X or even 16X, personally, but whatever you use, if you're consistent about it, you can #macro my_rescale_multiplier).
In addition, as noted above, you will want to use a scalar for your Chain physics when implementing in the engine:
var offsetx = abs(sprite_width/2-sprite_xoffset);
var offsety = abs(sprite_height/2-sprite_yoffset);
That said, I have no idea if Keevee still supports this software, and all of my past attempts to get in touch have failed. Keevee, if you're still out there, please set the maximum-zoom level to low-enough for people to work on pixel-art natively, lol.
Yeah, it lacks numerical feedback and it's hard to see where the pointer is. This is the kind of thing where it'd take a couple of days to write in, tops, but the author's been MIA for years and there is no source code available. I'd write my own version of this, but I am really busy writing a game right now.
Yup, I daily-drive this. I just wish the author would add a couple of things (see above); this hasn't been updated in years, and I'm always scared it's going to suddenly stop working.
This is simply the best add on that Game Maker has. I've purchased this on GM2 Marketplace. It's such a shame that Yoyo Games do not have this functionality. It's such an important feature especially if you're working with physics engine and using object collision. Without this you can only work with either square or circle shaped assets. Whole application was a big disappointment for me until I found this tool. Many thanks.
Wow! - your tool is an absolute life-saver! - Well worth the measly asking price! - you've saved me a *massive* headache, firstly in trying to build a true physics shape for my concave ship, then I tried to create detailed levels for my physics game, and your tool turned a detailed, HUGE level with lots of contours into just 40 polygons - absolutely LOVE it, now my project is running at 1,600+ FPS (from 600+ originally) on my dev machine, meaning it's obviously going to run over twice as smoothly as before, on lower spec machines, so thank you... :)
The only thing I'd ask for via an update would be, as others have said, to output the GML code with "*image_xscale" and "*image_yscale" modifiers for the x/y point values in the code, as I'm using lower res images, blown up, for my level templates, so I'm having to manually add this to all lines...
To not have to manually add these to the code, selectively, would make the tool AMAZING, and I'd even be willing to pay more to get this feature, so that I can easily create more levels... :)
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I have been using this for years. This works extremely well for building and editing Chain physics for GMS, and I use it often, but it has some major issues users need to be aware of:
1. It doesn't properly support image scaling out of the box. Code it produces has to get rewritten like so:
physics_fixture_add_point(fix, xPos*image_xscale, yPos*image_yscale);
Where xPos and yPos are the numbers produced natively.
2. In addition, an offset dealing with scaling has to be used, like so:
var offsetx = abs(sprite_width/2-sprite_xoffset);
var offsety = abs(sprite_height/2-sprite_yoffset);
physics_fixture_bind_ext(fix, id, 0-offsetx, 0-offsety);
These two issues only come up if you're making a game with physics and are not strictly keeping pixel scales 1:1 (or are, say, mirroring objects in a Room with negative image_xscale)... but that's a lot of practical use cases, and I dearly wish this was fixed out of the box. Having to do this manually for something like a hundred objects at this point has been a serious time-suck.
3. Zooming in and out is a little crude and harder to work with than it probably should be. It would be nice if zoom scaling was an adjustable constant in an INI or something, so that different mouse-wheel settings or resolutions were better-supported.
4. It doesn't have any support for testing physics objects with GMS's new feature. GMS finally supports Box2D raycasting (takes small bow) but you cannot test raycasts directly in this right now.
5. This tool would be great if it had an auto-lozenge creator for pill-shaped physics bodies that slip past each other more readily would be handy, especially for newbies.
All that said... do I recommend buying this, if you're serious about developing for the GMS engine? Yes, I do.
None of the other Fixture editors explicitly support Chains, and Chains are really, really good for larger objects with complicated collision geometry. I just wish the author would come back to this project and either include the source code so we could build new features ourselves, get in touch with me about letting me fork it, or take up the suggestions shown above to explicitly handle object scaling during runtime.
Tried to use this for a pixelart game, the ui is unresponsive when you fullscreen. You can't zoom in enough to work with this for pixelart games either. It just really isn't great to work with for pixelart sadly.
Hi. On the off chance you return here after two weeks, here's some help.
I hear you about the lack of zoom-in for really itsy-bitsy physics. Here's a straightforward solution, if you're willing to do a little extra work.
To utilize this for pixel-art scale, scale up the pixel-art graphics in your image editor (using Nearest Neighbor to keep the blockiness intact), and save the result as my_image_SCALED.png. Then import the scaled version into this and set your physics.
After editing, take your resulting code and add some changes like so:
physics_fixture_add_point(fix, xPos*image_xscale*my_rescale_multiplier , yPos*image_yscale*my_rescale_multiplier );
xPos/yPos is whatever number Fixture Editor provided. my_rescale_factor is whatever scale you used in your image editor (I'd use 8X or even 16X, personally, but whatever you use, if you're consistent about it, you can #macro my_rescale_multiplier).
In addition, as noted above, you will want to use a scalar for your Chain physics when implementing in the engine:
var offsetx = abs(sprite_width/2-sprite_xoffset);
var offsety = abs(sprite_height/2-sprite_yoffset);
physics_fixture_bind_ext(fix, id, 0-offsetx, 0-offsety);
That said, I have no idea if Keevee still supports this software, and all of my past attempts to get in touch have failed. Keevee, if you're still out there, please set the maximum-zoom level to low-enough for people to work on pixel-art natively, lol.
Hello does this work still?
Works great as of right now.
it works but its not very precise
Yeah, it lacks numerical feedback and it's hard to see where the pointer is. This is the kind of thing where it'd take a couple of days to write in, tops, but the author's been MIA for years and there is no source code available. I'd write my own version of this, but I am really busy writing a game right now.
Hey, just wandering if this still works well for current versions of gamemaker?
Yup, I daily-drive this. I just wish the author would add a couple of things (see above); this hasn't been updated in years, and I'm always scared it's going to suddenly stop working.
This is simply the best add on that Game Maker has. I've purchased this on GM2 Marketplace. It's such a shame that Yoyo Games do not have this functionality. It's such an important feature especially if you're working with physics engine and using object collision. Without this you can only work with either square or circle shaped assets. Whole application was a big disappointment for me until I found this tool. Many thanks.
Wow! - your tool is an absolute life-saver! - Well worth the measly asking price! - you've saved me a *massive* headache, firstly in trying to build a true physics shape for my concave ship, then I tried to create detailed levels for my physics game, and your tool turned a detailed, HUGE level with lots of contours into just 40 polygons - absolutely LOVE it, now my project is running at 1,600+ FPS (from 600+ originally) on my dev machine, meaning it's obviously going to run over twice as smoothly as before, on lower spec machines, so thank you... :)
The only thing I'd ask for via an update would be, as others have said, to output the GML code with "*image_xscale" and "*image_yscale" modifiers for the x/y point values in the code, as I'm using lower res images, blown up, for my level templates, so I'm having to manually add this to all lines...
To not have to manually add these to the code, selectively, would make the tool AMAZING, and I'd even be willing to pay more to get this feature, so that I can easily create more levels... :)
Many thanks again!
Japster
First off: Great tool!
Are these versions identical? https://marketplace.yoyogames.com/assets/4275/fixture-editor
Or is one more up to date?