I'm using 3.4.9. My project relies heavily on sprite frame animations, and since much of the artwork is still in the development phase, I need to drag (sometimes quite large) numbers of sprites in and out of Spritebuilder constantly, and create CCB files with the animations, to see how the animations look in-game. My python scripts basically streamline two tasks:
- Setting properties for large numbers of sprites at a time. As an extreme example, if I have an animation with 100 frames, and I drag these into Spritebuilder, and then I want to change all of their "Scale From" values, as of the latest Mac Store release I have to do it by hand for each individual sprite. For 100 sprites this is exhausting and time consuming. My script goes into the ccbproj file and changes them all in a split second. Proposed feature: be able to change properties of all selected sprites with a single click.
- Auto-generating CCB files from sprite sheets. If I create an asset folder with my 100 animation frames, I normally have to create a new CCB file from the File menu, import the frames as keyframes, manually adjust the length of the timeline to fit the keyframes, and set the spacing of the keyframes as desired. My script automates and greatly speeds up this task, generating a CCB from a sprite sheet with the contents of the sprite sheet as its sprite frame animation, with the length of the timeline set automatically and the spacing passed in by command line. Proposed feature: an automatic "create spriteframe animation from spritesheet" function, that sets the timeline duration automatically.
Again, these scripts greatly improve the workflow of my specific project, just because of the nature of it. I think #1 is an important feature for Spritebuilder to have... #2 might be overkill for most projects, so I am fine with my python solution, but I would prefer that the inner structure of the ccbproj and CCB files didn't unnecessarily change such that my scripts break.
EDIT: If my scripts DO break and I need to adjust them, it's fine; I just wanted to bring up a backwards-compatibility issue you may not have considered as we begin to move forward.