Texturepacker pro3/30/2023 background, characters, impact objects and so on.Ĭompress your sprite sheet and drastically reduce memory usage.įor maximum performance directly export to your target system's image formats like for example PVR. Have different sprite sheets for different categories, e.g. Sort sprites to multiple texture atlases: TexturePacker creates multiple image and data files if not all sprites could be packed into a single texture. TexturePacker uses sub-folder names as part of the final sprite name.ĭistribute sprites across multiple sheets: Preserve the folder structure as part of the sprite names: Sort your sprites in folders, TexturePacker inherits your folder structure. Publish for all devices with a single clickĭrag and drop your complete asset folder into the Sprites Panel. The creation of sprite sheets or atlases require special software and TexturePacker has been designed for this specific purpose.Īutomatically downscale sprites for all devices A texture’s width or height is always a power of 2.CodeAndWeb TexturePacker Pro 4.8.2 | Languages: English | File Size: 34.07 MB | 40.56 MBĬreate sprite sheets and export them to the file format most suitable for your project with this straightforward software solution.For example, the texture’s dimensions could be 1024 X 128, or 256 X 512.So an image of 140 X 600 can become 256 X 1024, wasting a lot of memory.If we have a lot of images/sprites a lot of memory is wasted.A Texture Atlas is an image that can contain several images.Each image inside the texture atlas has a sprite frame that defines a rectangular area in which the image is within the texture atlas.These sprite frames are saved in a separate file (.plist extension).This way, Cocos2D can extract images from a texture atlas containing several images.So we can use a texture atlas (or several) to save memory space.Furthermore, using a texture atlas to bring the sprites into memory will save CPU time. Instead of one “draw call” per sprite, we just have one “draw call” to draw all the images in the texture atlas.Once we have a texture atlas, Cocos2D provides us the tools to deal with a texture atlas.In order to create a texture atlas, we can use a tool called Texture Packer.Paid version can export to PVR format (native version of iPhone’s graphics chip).With the new retina display (higher resolution – 4X), if we work with one image at a time, we can supply 2 images, one in HD with the –hd suffix in the file name, one in Standard resolution without the –hd suffix in the file name.When working with Texture Packer, it is recommended that you use ONE set of image files, HD images without the –hd suffix in the file name.Texture Packer will manage creating 2 versions, one without the -hd suffix and one without it.Open New project, create Assets group inside Resources, create GameArt Group inside Assets, add png files to GameArt folder.Click on Add Sprites and add images (can also drag folder or images onto right pane).Images line up automatically in middle pane.Select compressed tzr for texture format.Click on file …, select directory (Resources of this project), name file game-art-hd, make sure.Dialog box: some features are from the Pro version: pay or change settings.Once using ist and once using ist as the data file.We also need to import both of them into the resources folder of our project (we will import a total of 4 files).The CCSpriteFrameCache is a singleton class that implements the loading of sprite frames.The method addSpriteFramesWithFile: adds multiple sprite frames from a.A texture will be loaded automatically using the same name as the file name, replacing.It is possible to create simple sprite strips by concatenating sprites with identical sizes. In this case no additional data is required because a sprite can be retrieved from it's position. TexturePacker allows you to pack irregular sprites, remove transparency, rotate sprites and create a much tighter layout.
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