SpriteSheet Dynamic Res with Texture Packer and SpriteGrabber??

I have a game developed for the iPad, so all my sprites are in HD.
Now i want to make it for the iPhone 3 too.
I use Texture Packer, and with the scale option just scaled everything down to 50%

Now, how do i load this into Corona? Adding the “@2” suffix (already in config.lua) will be enough or should i do something else?
I know display.newImageRect handles dynamic resolution, but how is this done with SpriteSheets?
Also, i’m using SpriteGrabber, will i need to change that?
Thanks!

PD: If there is a solution i didn’t find out there, can somebody point it to me? [import]uid: 105206 topic_id: 22470 reply_id: 322470[/import]

I should give some more information.

This is my config.lua:

[blockcode]
application =
{
content =
{
fps = 30,
width = 768,
height = 1024,
scale = “zoomStretch”,
imageSuffix=
{
["@0.5"]=0.5,
}
},
}
[/blockcode]

I have a set of images and spritesheets for the iPad 1024x768 named like “foo.png”, “foo.lua”.

Then i have another set half the resolution, named “foo@0.5.png”, “foo@0.5.lua” [import]uid: 105206 topic_id: 22470 reply_id: 89629[/import]

Sprites don’t have options RE dynamic scaling; yet. Walter posted about this in another thread today - there are new options for this coming very soon. [import]uid: 52491 topic_id: 22470 reply_id: 89820[/import]

This means i should manually detect the device and select which spritesheet is suitable, doesn’t it?

Is there some workaround this in code exchange or forums??

Thanks peach [import]uid: 105206 topic_id: 22470 reply_id: 89863[/import]

I’m unsure if there’s sample code for it or not, I don’t work with sprites too often.

Manually checking would be a good option for the time being but hopefully the new options are available very soon as obviously it would be much simpler.

Do check the code exchange though, people post all kinds of useful things :slight_smile: [import]uid: 52491 topic_id: 22470 reply_id: 90078[/import]

How can you detect the device? I know I can use display.viewableContentHeight, but it doesn’t work if I have defined “width” and “height” in the config.lua.

Is there any way to identify low resolution iPhone if I have defined “width” and “height” in config.lua? [import]uid: 13507 topic_id: 22470 reply_id: 95586[/import]