jaesir.blogg.se

Texturepacker scale mode
Texturepacker scale mode













texturepacker scale mode

Which texture format to use – PVR.CCZ – zlib compressed version of PVR for Cocos2d.actually there is not much to say, just have a look at tutorial 4 which covers most of the things you need to do.

Texturepacker scale mode code#

It’s time to add some code to use the brand new sprite sheets 🙂.

texturepacker scale mode

  • Congratulations! You have just made the first sprite sheet with TexturePacker.
  • Click publish button and you should see 3 plist files and 3 pvr.ccz files in your resources directory….
  • Save the TexturePacker project file to the Assets directory we just made
  • Correct the output file name if there is an alert to have ‘ipadhd’ in the file name.
  • Select the Data file and Texture file output directory – we use the Resources directory in the Xcode project folder.
  • Select the ‘cocos2d ipad/hd/sd’ preset in the AutoSD option dialog.
  • The AutoSD option is a bit different: remember to have a look at the TexturePacker documentation (reference 2).
  • Please ensure you follow the tips and correct the items with alert.
  • There are plenty of tips in TexturePacker.
  • Basically you just follow the Monkey Jump tutorial (tutorial 3 below).
  • objects for collecting should be 160×160 you only need to create the images and then let TexturePacker to scale them down for you automatically.
  • your main characters should be 240×240 (don’t need to be exactly that size, or even don’t need to be a square).
  • Finally get to the step to make something… draw your characters and objects, remember.
  • background – background images – foreground – characters, objects stored in sub folders – folder: Xcode project.
  • folder: Assets, stores arts, TexturePacker projects (each subfolder will become a sprite sheet later).
  • we will follow the monkey jump tutorial.
  • which folder to store arts, TexturePacker projects, Xcode project, etc)
  • my choice is to design images for iPad retina then scale them down to and (see reference 1).
  • how about 80×80 Strategy to design your character images
  • there will be some objects for the character to collect and I’d like to make them a bit smaller than the character.
  • my choice is 120×120 (240×240 on iPad retina), so there can be 5 lanes for the character from top to bottom.
  • what will be the size of your character and enemies, objects? for the 640 x 960 playing area?.
  • Plan your characters and objects on the screen.
  • for iPhone 4/4s retina (scale down to 1x for non-retina screens).
  • Plan your playing area (see this article) below is my choice (see also tutorial 4).
  • Universal (need to consider resolutions of iPhone, iPhone retina, iPad, iPad retina) -> my choice.
  • Learning TexturePacker now. Hope these tips are useful for you 🙂 Please note that the version of TexturePacker being used is 3.0.11















    Texturepacker scale mode