Texturepacker Pro3/20/2021
This can be handy if you want to load 2x images in your sprite sheet (created for Retina-display devices or iPad), but actually save them out at half size (for use on iPhonesiPod touches without a Retina display).Expand the dropdown and select only the last four files ( main.m, AppDelegate.m, HelloWorldLayer.m, and IntroLayer.m ), then click Check and finish the steps of the wizard.
Texturepacker Pro Download This SampleDownload this sample artwork I gathered together, and after you unzip it, drag the entire directory as a subfolder of your TextureFun project source code folder, as shown in the image below.
Ok, now that you have a project template and some sample art to work with, time to make a sprite sheet using Texture Packer. Texturepacker Pro Full Featured VersionThere is a lite version that will work for this tutorial but you will quickly see the advantages of this great tool and want to use the full featured version. After you finish installing, click on Texture Packer in your Applications folder to run it. Texturepacker Pro License Prompt AndAgree to the license prompt and when you see the first popup that appears, choose Test Pro for 1 week to continue. Texture Packer will load the images and intelligently lay them out within the sprite sheet as follows. First, when you add sprites by folder like this, Texture Packer doesnt add references to the individual sprites, it adds a reference to the folder. There you can configure the output, geometry (size), and layout options for the sprite sheet. One of the many new features of Texture Packer is the ability to pull the settings off onto your desktop and have them float outside your work documents. If your framework is not listed (unlikely as it may be) you can create a custom format to support your needsframework. For this tutorial you will be using the pvr.ccz format which is the Power VR with zlib compression on the data file. Other option choices will change based on the selection of this. This option multiplies the alpha value times each color so they are computed prior to the framework needing them and is required by some frameworks-it results in faster rendering. These settings affect things like how many bytes are used per pixel of the graphic. For this tutorial you will be using RGBA4444 which means two bytes per pixel will be used. FloydSteinberg Alpha method uses a distribution to compute the next approximation of the color that should be used to minimize color loss with the reduced pixels. This allows an image that is of higher number of colors to a format with lower number of colors (bits to represent color). This allows them to be suffixed with a naming format that Cocos2D will use to select the appropriate file based on the device type and display type. This feature saves you the effort of doing this yourself for all the different screen types and resolutions. This can be handy if you want to limit your spirte sheet to a certain size (to certain devices, or just if you want to make sure you dont go over certain limits). This is a really handy feature, because it saves you time having to figure that out yourself.
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