Creating the second installment of the Colin Turtle book series was much easier than creating the first book because I already knew the creative process and this time, I had new software to utilize. I had knowledge of the many tools available to use to create apps and I knew what I wanted to accomplish with the second book.
From the beginning, I knew I wanted to use the Kwik Photoshop plugin to create the book and Adobe Flash to draw the animations and illustrations. For the animations, I would use a sprite sheet creator, but I wasn’t sure if I would use Zwoptex, TexturePacker, Spriteloq, or SpriteHelper.
The deciding factor was being invited to alpha test Kwiksher’s new software that was being developed called “K2”. Not only was K2 adding a plethora of new features to its Kwik predecessor, but they were also working with Code and Web to create a K2 export function in the beta version TexturePacker Pro 3.0.0b10.
Having two great pieces of software working well together made it much easier to assemble the final project. In K2, you can select a layer, click the “Replace with Sprite Sheet” icon, then select the files TexturePacker created for you, and your animation is inserted in your book. It’s very easy to use and saves a ton of time trying to program sprite sheets in manually.
A few other features I used in K2 were the navigation menu, physics, external code insertion, and text highlighting. Clicking the Navigation Menu check box auto-generates an interface in which users can navigate your book through a series of thumbnail images. This is a nice addition, especially for users that want to navigate to a specific page without having to flip through the entire book.
The K2 physics feature allows developers to add gravity to pages of their books or even develop games directly in Photoshop. So if you’re looking for an easy way to create a game app, but don’t know where to get started, you can now use Kwik and Photoshop.
The external code feature can also help you develop games in Kwik. If you know your way around Lua coding and want to add your own code into a K2 project, you can now paste it in using the External Code option and choose where you want it to be inserted in the published file.
Floating Fun was the first eBook published using the K2 beta as well as the beta version of TexturePacker’s K2 exporter, without either of those pieces of software I would not have had the time or energy to create the book through an alternate method. Both K2 and TexturePacker saved me a lot of time and manual coding to create my book.