Supported Asset Types

Intro:

hyperPad allows you to import a wide variety of assets. This Article will help you get a better understanding of the supported formats, specifications, and the different types of assets.

Different assets and supported Formats:

With hyperPad you can import single images and animation frames, complete sprite sheets, fonts, particles, sounds, and music.

 

Images:

hyperPad supports all the standard image formats that your iPad supports. You can even import images with transparent elements.

For best results you should use PNG files, as they support transparency and are a lossless format. Image types like JPG don’t support any transparency and are compressed which results in a lower image quality.

Use transparent PNGs to have pictures with no backgrounds

Image Specifications:

When creating your graphics you should make sure everything fits within the iPads screen size.

There are 2 resolutions for the iPad, 1024×768 for regular devices and 2048×1536 for retina devices. You should always try to create the graphics for the highest resolution supported as hyperPad will automatically create non retina versions for you.  So when creating graphics and illustrations for your projects you should make sure your artwork is designed for 2048x1536 resolution.

Also keep in mind that the maximum image size that can be imported is 2048×2048 pixels.

Animation Frames:

If you’re working with animations, make sure each animation frame is exactly the same resolution, and the artwork is in the exact center of image or doesn’t move around. For more info on animations, look up Animations in the help documentation.

 

Sprite Sheets:

You can import animated sprite sheets into hyperPad by linking your project with Dropbox. See "Importing Assets" for more information on linking with Dropbox.

Sprite Sheets are used to reduce memory, and increase your scenes performance. Additionally using a sprite sheet makes behaviours like "Play Animation" more convenient, since it will import all necessary frames for you.

Just like importing regular images, hyperPad will automatically create a non-retina version of your sprite sheet. So when creating your sprite sheets, make sure you create them in the highest resolution possible.

hyperPad only supports PNG sprite sheets with a maximum resolution of 2048x248 pixels.

All sprite sheets must be paired with a ".plist" meta data file sharing the same name. eg. MySpriteSheet.PNG must have MySpriteSheet.PLIST along with it. The metadata file must be formatted to standard "Cocos2D" specifications.

You can use tools like "Texture Packer" to generate a compatible sprite sheet. Any tool capable of creating a "Cocos2D" sprite sheet is compatible with hyperPad.

 

Fonts:

Custom fonts and be imported into hyperPad by linking your project with Dropbox. See "Importing Assets" for more information on linking with Dropbox. 

hyperPad only supports Bitmap Fonts (BMFonts). Like Sprite Sheets, BMFonts are comprised of 2 parts. The font image (PNG), and the metadata file (FNT). All BMFonts must include a PNG and FNT sharing the same name. e. MyFont.PNG and MyFont.FNT.

Unlike other image based assets, BMFonts will not generate an SD (Non Retina) resolution version. If you want to support Retina and Non Retina, you must create your own HD and SD versions. Retina Graphics are typically 2X the size. For a Retina HD version you must use the following naming convention: MyFont-hd.PNG MyFont.PNG, MyFont-hd.FNT, and MyFont.FNT. Notice that the retina version has an "hd" added to the filename. Additionally, the hd is case sensitive. You must use a lowercase "hd" at the end of your name.

You can use tools like "bmGlyph" to generate compatible BMfronts from existing fonts. You can also use any other tool capable of creating a BMfont that is compatible with "Cocos2D".

 

Sounds and Music:

hyperPad can playback all audio formats supported by iOS. This includes MP3, MP4, M4A, M4R, WAV, PCM, AIFF, and more. For a full list see Apples iOS Developer Library.

Note that if you're using the import functionality of the Asset Library, the audio file will be converted to M4A. If you wish to keep the original file format, then you must "Link With Dropbox", and add your audio through a dropbox app, web browser, or desktop computer. See "Importing Assets" for more info on importing and linking with Dropbox.

 

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