Independent developers get 50% discount on single user licenses for TP, PE and SI
Visit store


by Pyrosphere
TexturePacker ShowRoom Lazors TexturePacker ShowRoom Lazors TexturePacker ShowRoom Lazors TexturePacker ShowRoom Lazors TexturePacker ShowRoom Lazors


Lazors is a puzzle game of lasers and mirrors offering more than a hundred levels, ranging from easy distractions to hard challenges.

  • 150 levels
  • Intuitive gameplay
  • Hint system
  • HD graphics

Move blocks, reflect the laser, hit all targets!

How did TexturePacker help you with your development?

TexturePacker was a key component at managing all the graphical assets in the game. Its integration with the game engine I use, cocos2d, is flawless. The ability to take a folder of images and generate spritesheets in several sizes is invaluable when developing a game that supports a wide variety of mobile platforms.

What are your favorite TexturePacker features?

My favorite features are the possibility to output several spritesheets in different sizes and the way TexturePacker takes a folder of images and generates a spritesheet from it, without having to manually add each file.

Any tips and tricks you want to share with the community?

Using cocos2d to make Lazors for iPhone I needed to have some resources resized as 2x for both Retina iPhones and non-Retina iPads all while keeping different suffixes for the resources, "-hd" and "-ipad". To do this you would normally need two copies of the .png of the spritesheet and it would take a lot of unnecessary space. Instead I ended up only duplicating the -hd.plist file and renaming the copy to -ipad.plist, while keeping it pointing to the -hd image.

Legal notice: The content on this page was submitted by Filipe Lemos - who is responsible for the text, images and links.