Dinamic Image Resolution and Sprite Sheets

Is there a way to do this? I haven’t seen any documentation on it. [import]uid: 8192 topic_id: 3416 reply_id: 303416[/import]

@amigoni

Do you mean this feature? [import]uid: 7356 topic_id: 3416 reply_id: 10267[/import]

YES!!! Exactly. But how do you code for it?
[import]uid: 8192 topic_id: 3416 reply_id: 10273[/import]

Well, haven’t tried this yet, but resolution independence is documented and asks for you to provide additional sets of images with a suffix like @hd or something, which firstly you have to register.

The link I provided above says how to provide such image-alternatives when the images happen to be SpriteSheets. So, I guess there will be no differences in practice. [import]uid: 7356 topic_id: 3416 reply_id: 10315[/import]

I am perplexed. Couldn’t u just load the high quality graphics and then do a group scale to .5? [import]uid: 8192 topic_id: 3416 reply_id: 10347[/import]

Of course, but you would end up with:

-4x loading time for the images
-4x texture memory consumption
-possible gpu overhead for handling the scaling

Now, if your app/game retains just 1-2 Mb of uncompressed texture assets during gameplay, I don’t think the points above matter a lot. But for texture-rich games, it really matters, so better go with the native resolution textures you have included, depending on the device. [import]uid: 7356 topic_id: 3416 reply_id: 10351[/import]

Plz read the comments at SpriteGrabber section. Very disappointed…

I had the impression that SpriteSheets is a major selling point for Corona Game Edition, and as such would be served at least equally to simple images.

We currently can’t use Dynamic Resolution for the preferred way to visualize assets in games. Isn’t that an oxymoron for a “Game Edition”?

[import]uid: 7356 topic_id: 3416 reply_id: 10477[/import]