I am trying to get rid of lower-resolution spritesheets, and only use high-resolution ones. I’m doing it to make my app significantly smaller, since my app has about 70 mb of art. However, I’ve come across a strange problem:
When I use @2x spritesheets with @2x information exported from TexturePacker, all my sprites are displayed at double their original size, instead of automatically being scaled back to look the same as @1x sprites. When I use @2x spritesheets with @1x (no image suffix) information, everything is fine, and the sprite is displayed as normal, but at a higher resolution – this is what I want to see. It seems that Corona automatically scales it down, even though the spritesheet file, buttons.png, has no @2x in it. That is, it’s correctly using the sheet information for a spritesheet where all the dimensions need to be halved. Can anyone tell me:
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Why is this working?
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Is there a suggested way to transition to using only @2x images without screwing up your ui layout? I have a large code base, but I want to do it the “real” way. Hopefully this doesn’t involve manually editing hundreds of sprite instances.
I’ve attached a project showing the issue – buttons.lua is @1x, and buttons.png is exported @2x, but it shows just fine.
Help!