A bee's life isn't all honey and roses! Get this beehive in order by filling up the screen with honey, fruits, bubbles... whatever gets the job done! Just don't let them pop!
Bees Gone Bonkers! is a simple but very exciting and addictive game, featuring:
I love how seamlessly TexturePacker integrates with Corona applications. We used tons of sprites in Bees Gone Bonkers, and TexturePacker makes it easy to manage all of them and produce high and low resolution versions of all the images. I can safely say the amount of work I did was reduced at least tenfold with TexturePacker. I could focus more on things that really matter, like making better images.
My favorite feature is definitely the scale option, I use it to make low resolution versions of sprites, so I don't have to manage double the amount of assets. I just scale the sprite down, rename it, and publish. Done.
Bees Gone Bonkers scales and rotates images a lot, sometimes producing artifacts along the edges. So at first I played around a lot with TexturePacker's padding options until I found the sweet spot. Imagine the pain of padding a ton of individual images inside an image editor. No, thank you. With TexturePacker, you have Border, Shape and Inner paddings. Just type in a number and TexturePacker takes care of everything.
TexturePacker is indispensable if your app handles more than a few sprites. It saves you a lot of trouble preparing sprites for devices running in different resolutions. For Corona developers, it also supports image sheet sprites, which we easily transitioned to by just changing the Data Format to "Corona SDK (image sheet)" under TexturePacker.
Buying TexturePacker was an easy decision. The precious time and trouble saved by managing image assets for your app more than pays for the software itself.