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Texturepacker sdl
Texturepacker sdl












texturepacker sdl
  1. TEXTUREPACKER SDL HOW TO
  2. TEXTUREPACKER SDL UPDATE
texturepacker sdl

Plus the port, I added a local multiplayer mode. To summarize, I have worked on the port for 6 months, about 1 or 2 hours per day. Finally, I had to make some graphics adjustments because contrasts and colors on TV don’t have the same quality than an iphone or an ipad. I updated each screen to support focus and to have only one element with focus per screen.

TEXTUREPACKER SDL HOW TO

I made some changes in CCMenu class in order to handle focus (almost) automatically : Right now, I just need to define how to place items among each other (below/above on the right/left from other items).

TEXTUREPACKER SDL UPDATE

The big part of the work was to update the touch user experience by a focus experience: I added a native swipe gesture recognizer on the main window then I updated the engine to propagate these events on the display list. As you might expect, there were a lot of errors, but 2 hours after, by removing some libs which did not support the Apple TV architecture (metrics, crash analytic, facebook, …) and commenting some code, specially in the audio part of the engine, YesSir launched successfully on the Apple TV! Concerning resources, I used the retina assets of the iphone 5. Thus, I decided to port YesSir on this new device! Into XCode, I added a new target and a new “TV” macro then ran the project. Like many developers, I received my 1$ Apple TV Developer Kit in September 2015. Awhile ago I was looking for some tools to work with and compile sprite-sheets for my game. I never needed to update cocos2D-x with the latest version. Still using TexturePacker or other commercial sprite tools Try Python + Wand. Later, my game has successfully passed the iphone 5 launch, then the iphone 6 and 6+ with a few changes in the code. Furthermore, I made several changes in the engine itself and I was too afraid to find out too much regressions. So, when v2.0 was out, I didn’t want to migrate all my work to OpengL ES 2.0. My first job was to create the generative terrain, knowing it was my first time with OpengL, ever. I used version 1.2 of cocos2D-x, which supports only OpengL ES 1.1. In June 2012, I went into the creation of my first game : YesSir, a tank based battle game.














Texturepacker sdl