Editors & Tools
hazza at May 17th, 2012 08:12 — #1
Is there any way to support iPad 3 retina images in one .ccb file?
For iPhone it's very simple. Create image.png, image-hd.png. CocosBuilder will hide image with -hd extension but on iphone with retina you will get double sized images.
I tried to do the same with iPad file: I created image-ipad.png and image-ipadhd.png but it doesn't fork.
hazza at May 17th, 2012 09:56 — #2
miro at May 17th, 2012 10:28 — #3
which cocos2d version are you using? The suffix -ipadhd and -ipad is only supported by version 2.0.
The documentation of cocos2d only says, that "in cocos 0.9 the suffix -ipad and -ipadhd is not supported". I have searched over 5 hours to get an answer for the question, if cocos 1.0.1 supports this suffix, and no, it doesn't!
Hope it helps you.
hazza at May 18th, 2012 17:42 — #4
I'm using 2.0 version.
CocosBuilder is very good tool and I hope it will support iPad 3 retina in a nearest future...
vik at May 18th, 2012 20:50 — #5
The latest version (master branch) on GitHub has support for iPad retina. Just include your -ipad and -ipadhd images and CocosBuilder will display the -ipad image (if you set the current resolution setting to do so). When loaded in runtime, -ipadhd will be loaded by cocos2d.
upigames at May 22nd, 2012 16:55 — #6
Download the latest version on master branch and configure two resolutions, one for -ipad and another one for -ipadhd. But doesn't work.
How can I change from one resolution to another? I use TexturePacker pvr.ccz textures and latest version doesn't recognize it. The selector fields is frozen.
Using Cocos2D 2.0rc1.
Thanks in advance.
vik at May 23rd, 2012 15:32 — #7
You just create a setting for iPad. Cocos2d works with points and will automatically scale your positions up to the double pixels, just make sure you provide -ipadhd images in your project.
upigames at May 23rd, 2012 18:07 — #8
Have two problem about this:
- Latest master branch from CocosBuilder doesn't work on select fields for images and textures
- Have -ipad and -ipadhd in the project. What kind of images set I must use to make my Layer? I create 1024x768 layer with -ipad images, but have -ipadhd in the project with the same names.
Seems I'm lost on this new functionality.
Thanks in advance for your patience!
vik at May 23rd, 2012 19:15 — #9
The images with extensions will not show up in CocosBuilder. You will need a example.png, example-ipad.png and an example-ipadhd.png. In the resolution settings you should set the extension to be -ipad, CocosBuilder will then select the -ipad images even though the one without the extension is displayed in the list.
If you are doing an ipad only app, you will not need to include the image without the extension in your project (you can just include -ipad and -ipadhd).
Hope this helps!
upigames at May 23rd, 2012 20:43 — #10
And what about plist and pvr.ccz? Have two sets with -ipad and -ipadhd but the images inside the pvr texture are without any extension and have exactly the same name in each file. Example:
Inside the PVR textures files are:
Which file I must use to make the draw? Or may I will have another one without any -ipad or -ipadhd (intro.plist, intro.pvr.ccz) and have to use it this one (but next, I don't need to copy to Xcode, of course). Textures are made with TexturePacker.
Thanks for your answers and advices. It help me a lot!
dragyn at May 24th, 2012 01:13 — #11
I wanted to chime because @miro was technically correct that 1.0.1 doesn't natively support the -ipad and -ipadhd extensions. However, 1.1.0 (at least as of beta2b) DOES support those extensions - you don't have to move to 2.0 to get that support.
(Sorry, can't comment on CocosBuilder and 2.0 - not using them yet!)
upigames at May 24th, 2012 16:54 — #12
Now, with CocosBuilder 1.1beta1 and CCBReader, program loads perfectly the textures. I use -ipad textures for drawing and when I use Retina, automatically uses -ipadhd. But there's a problem: when load -ipad positions are the ones put on CocosBuilder, but -ipadhd load positions more than 3 times the real ones. Example:
CClayer size: 1024x768
Graphics used: png inside a -ipad texture
Position: 486,197 (Perfect on iPad & iPad 2)
Position: 1548,705 (on new iPad Retina)
The same object but different positions with the same cbbi. Why?
Thanks in advance
P.D. - When position is 0,0, loads well
upigames at May 25th, 2012 11:37 — #13
Works with CocosBuilder 2.0beta0... Look for the post when I explain how i made it!!!