crunchytoast.com

What's better than toast? Crunchytoast!

crunchyt sez:

This is my first website ... after 15 years of making them for everyone else! Hope you enjoy it too.

Here at Long Weekend we have been happily using TexturePacker for one of our many projects.

This project involves at about 30 different sprite sheets, representing hundreds of frames of animation. Whilst this only translates into a few minutes of animation on the phone, the hassle of managing the asset workflow from artist to Cocos2D is made much easier by TexturePacker.

Recently we wrote about our preference for TexturePacker over good old Zwoptex. In particular the ability to load assets from folders and trigger republishing of assets from the command line are massive, massive time savers.

Here are some recently upgraded features we particularly like:

  • Drag and drop assets
  • Nice wide input controls on the sprite property pane
  • Prominent display of texture file types in property pane
  • Tooltips for all settings
  • Power VR file viewer
  • Improved color reduction and dithering methods
  • Automatic generation of SD assets (non-retina sized assets)
  • Creation of non 2-power textures
  • Support for textures larger than 2048 x 2048 (not for Cocos2D unfortunately)
  • Support for re-publishing assets via the command line using  TexturePacker *.tps

The only thing missing to support my workflow 100% is being able to define the relative path of the texture file in TexturePacker itself. Currently I have to edit this manually after publishing every spritesheet PLIST. I am hopeful however.

Andreas Löw’s TexturePacker is available here and is very reasonably priced!

2 Responses to “Tasty TexturePacker Feature Upgrades”

  1. I’ll add that relativ path thingy with the next update ;-)

    Andreas Loew

  2. Thanks for being awesome Andreas!

    Paul

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