- Texturepacker extrude how to#
- Texturepacker extrude license key#
- Texturepacker extrude install#
- Texturepacker extrude download#
- Texturepacker extrude free#
Texture Packer will load the pictures and intelligently lay out these pictures in the spritesheet, as shown below: Now, click the "Add Folder" button on the toolbar, and then select the TextureFun\Art\sprites folder. When you see the first prompt window appear, select "Use Essentia" (free version) to continue.
Texturepacker extrude install#
When you finish downloading, double-click, and then click "TexturePacker.mpkg", then a window will pop up, and then follow the prompts to install it on your mac step by step.Īfter you finish the installation, find it in your Application folder and run it.
Texturepacker extrude free#
Please note that you don't need to buy anything, for this tutorial you only need the free version.
Texturepacker extrude download#
The first thing you need to do is download Texture PackerThe free version. Ok, now that you have a project template and some sample pictures, it’s time to use TexturePacker to make a spritesheet! Use TexturePacker to create spritesheet You can download these I collected Sample picture, Then decompress, and drag the entire decompressed directory to a subfolder of your TextureFun project, as shown in the following figure: Next, you need some pictures to make sprite sheets. Once you have installed it, you can start XCode, then use the cocos2d application template to create a new project and name it TextureFun. It is very important to get the latest version, because the new version adds support for some new image formats, and this is exactly what will be used later in this article. (Currently these links are still e-texts, but as my translation progress progresses, these will be updated accordingly.) Startįirst of all, make sure you have the latest version of cocos2d installed (at the time of writing this article, the version number is Cocos2D v0.99.5-rc1, When translating this article, it was already cocos2d-iphone-1.0.). If you are completely new to cocos2d, you should start from "How to make a simple iphone application"Series and Some other cocos2d tutorialsStart. This tutorial is written for those who are familiar with cocos2d. I did not guarantee that I would post a blog post to return him, but after I used this tool for a while, it did reduce a lot of memory that needs to be loaded for my application, so I fell in love with this tool.
Texturepacker extrude license key#
, It runs smoother, and can use as little memory as possible while the game interface looks good.Ĭlarification: I got the license key from the author of the Texture Packer tool before I posted it.
Texturepacker extrude how to#
At the same time, you will also learn how to use pixel formats and how Texture Packer can intelligently make your game load faster. This article will explain how to use Texture Packer in cocos2d game development in the form of a tutorial. It is similar to Zwoptex and can also create sprite sheets, but it also has some very convenient and amazing features. Then, there is a new tool called Texture Packer. Zwoptex is a great tool-I use it in many of my programs and it really saves me a lot of time. If you have been using cocos2d for a while, you may have used one called ZwoptexTool to help you generate sprite sheets. This big picture is called a sprite sheet. In cocos2d, in order to get the best performance of your game, you need to combine many small sprite pictures into one big picture. And the xcode version used in this article is 3.2.5, friends who use xcode4.0 may be a little bit different in implementation, I will give a solution at the end of the article. I try to follow the original meaning when translating, but it is inevitable that I will add some understanding. Thank you for your cooperation!įoreword: This article is the first article about cocos2d that I have translated. If any dispute arises, it has nothing to do with the owner of this blog or the person who published the translation. At the same time, do not remove this statement when reprinting. Use Photoshop and other tools to make a single picture, place it in one or several directories under the Resources directory, use TexturePacker to package the picture into a pvr.ccz file, use CCSpriteBatchNode to optimize drawing, use FrameCache to cache and read, and use spriteWithFrameName to get a single picture.ĭisclaimer (must read!): The translated manuscripts of all the tutorials provided in this blog are from the Internet and are for learning and communication purposes only. Optimus: How to use pictures efficiently in cocos2d