
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 🙂.
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