TexturePacker is a program from CodeAndWeb that allows you to create spritesheets and in the future export them to the file format most suitable for your project.
CodeAndWeb TexturePacker Pro review
Special software is required to create spritesheets or atlases of textures, and this software was created to help you in this task as quickly as possible.
Automatically reduce sprites for all devices
Create only high-resolution images
TexturePacker scales images
Publish for all devices in one click
conserve memory at runtime
boost frame rate
Automatically add all images:
Drag and drop a full asset folder to the Sprites panel.
Organize your sprites:
Sort your sprites by folder, TexturePacker inherits the folder structure.
Group animation and associated sprites:
Flash animation is displayed as folders.
Save the folder structure as part of your sprites names:
TexturePacker uses subfolder names as part of the final sprite name.
Distribute sprites into several sheets:
TexturePacker creates multiple image and data files if not all of the sprites can be packaged in the same texture.
Sort sprites by several texture atlases:
Have different sprite sheets for different categories, e.g. background, characters, percussion objects, etc.
Use more animations and sprites:
Make the animation smoother.
Squeeze your sprite sheet and drastically reduce memory usage.
Increase the frame rate:
Make your game start faster:
For maximum performance, export directly to image formats of your target system such as PVR.
Save visual quality:
The compression or blur effect is almost invisible on high-resolution devices or moving objects.
Install the command line client and easily integrate TexturePacker into your build.
Saves press hours:
Edit your .tps in the GUI or command line and use it again and again.
Automatic sprite sheet updates:
TexturePacker updates your sprite sheets at compile time, no manual publishing is required.
Construction sheets only when things change:
TexturePacker detects changes and updates your spritesheets only when necessary.
Easy to use:
Enter the encryption key in TexturePacker and copy 2 files to the Cocos2D folder, add 4 lines of code, that’s it.
Consumption of memory:
Runtime takes 4KB when decrypting the sprite tables. File sizes remain the same.
Decryption takes almost no time as only parts of the table are encrypted.
This makes it difficult to decrypt the data.
Cropping removes transparent pixels from your sprite boundaries. This has two advantages:
Reduces the size of the texture
Cropping keeps the sprite size, so the framework needs special support to restore transparent parts when rendering a sprite. By contrast, trimming removes transparent parts, making the sprite look as if it never had a transparent boundary.
Creating an alias
If two images are identical after cropping, only one image is placed in the sprite list. Duplicates will simply be added to the description file, allowing you to access it with both names.
Creates transparency in images that come with one key color. It selects corner sprite pixels, determines the background color and cuts out sprites from the monochrome background.
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