Lazors is a puzzle game of lasers and mirrors offering more than a hundred levels, ranging from easy distractions to hard challenges.
Move blocks, reflect the laser, hit all targets!
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.
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.
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.