Corona sdk sprite sheet size
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Example with CoronaSDK using PhysicsEditor & TexturePacker Andreas Löw Get Sourcecode from GitHub tutorial corona physicseditor texturepacker As requested on the Corona forum I created a small example using PhysicsEditor to create the shapes and TexturePacker for the sprite sheets. Getting started with TexturePacker and CoronaSDK image sheets Andreas Löw Get Sourcecode from GitHub texturepacker tutorial corona This is a short tutorial how to use TexturePacker with the new ImageSheet API from Corona SDK.
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Example with CoronaSDK using PhysicsEditor & TexturePacker Andreas Löw Get Sourcecode from GitHub tutorial corona physicseditor texturepacker As requested on the Corona forum I created a small example using PhysicsEditor to create the shapes and TexturePacker for the sprite sheets.
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There is a difference between Mac/iOS and Windows/Android when displaying images with display.newImage(). If the image to be loaded exceeds the resolution of the device, it will be autoscaled to fit on Mac and iOS. On Windows and Android, it will load full resolution (up to the maximum texture size of the device). In this tutorial I show you how you can implement a Sprite animation in your game developed with Corona SDK. To make it a bit more fun, I have in total 2 Sprites which interact with each other. In this example I have used Ryu, a character from the game Street Fighter, who on a tap kicks a stag of crates down.
Using "normal" sprite sheets only (with uniform-sized images) do not require an image packaging tool, but are way too inefficient. It would require all your game graphics to have the same size -and it would still waste tons of valuable graphics memory because all the transparent space in the individual image frames would not be cut out). Jun 10, 2014 · While developing an app, you often have to load an image whose dimensions are unknown. The question of how to scale the image is frequently asked, so let’s look at a simple function that will scale any image to fit in an arbitrary box. For the inspiration for this function, let’s look at Adobe ...
These values tell Corona the size of the original 1x image sheet. For example, if you're developing for both iPad and iPad Retina, and you're using an image sheet of 1000×1000 for the regular iPad, you should specify 1000 for both of these values and then design your Retina image sheet at 2000×2000. Corona is a cross-platform framework ideal for rapidly creating apps and games for mobile devices and desktop systems. That means you can create your project once and publish it to multiple types of devices, including Apple iPhone and iPad, Android phones and tablets, Amazon Fire, Mac Desktop ...