The license works on Mac, Windows and Linux. You can use it as long as you are the only person using it and you don't install it on more than 2 computers.
Please send the following information: Your name, email address used for the purchase, time of purchase.Do not sendyour credit card details.
Use **Deactivate license** inside the application's menu on your old computer and activate the license on the new system.
If you can't reset the license anymore visit the License Manager.
You can uninstall the license once within 14 days. Swapping the licenses between multiple computers does not work.
You can uninstall the license once within 14 days - sorry that we have to put this restriction on you but we had too many companies buying one license and using it with multiple accounts. If you are not swapping licenses between accounts contact us to release the license.
You can use TexturePacker on up to 2 computers as long as you are the only person using it. In case you need to run TexturePacker on additional computers contact us.
You'll receive an email with the invoice some time after the purchase. The email is sent from 2checkout.com / 2co.com or verifone.com.
In case you did not receive that email after some time please take a look at the next section Where can I get my invoice?
I assume that you've already looked in your spam folders... so here's how to access the invoices: I can not directly send you an invoice since you did not make the purchase from use directly but from our reseller 2checkout / Verifone.
You can access the invoice from their customer portal which you can find here: https://secure.2co.com/myaccount You can use the account to:
When you access it for the first time, go to "Create new account" and enter the email address that you have used to order. You will then receive an email from Verifone containing a link to setup your password.
You can also log-in to their account with your Google, Yahoo or AOL e-mail address.
No, I can't. Sorry. This is because you are not directly purchasing from us, but from out reseller and I can't change their invoices.
Please contact firstname.lastname@example.org for this - I would only delay the whole process forwarding emails between you and them.
Yes - but not from us. We are not selling our products directly. You are purchasing them from our reseller 2checkout who handles purchases, invoicing and tax. You'll have to ask them for the document.
Please understand that we are software developers and no experts in international law. Our current license agreement was created by a lawyer. We can't simply change parts of it but I can give you a custom license agreement following this procedure:
Sorry — I don't see why you would need an NDA. We are not at all interested in your internal company structure, projects or whatsoever. Product prices are publicly available on our webpage. We of course honor your privacy: We don't talk to any 3rd party about our customers, or disclose your identity without your consent. In short: There's nothing confidential to talk about.
If you still need and NDA please understand that we are software developers and no experts in international law. We'll have to let our legal consultant have a look at the NDA before signing it. This creates some cost which in many cases exceeds the value we get in return for our license sales. We charge 750€ upfront before we start reading your NDA. The 750€ do not guarantee that we sign the NDA.
You can use TexturePacker's basic features for free in non-commercial projects. You have to purhcase a license if you want to use it in commercial projects or need the advanced features.
Yes, there is a 7-day trial mode with unrestricted features. After that period TexturePacker goes into Essential mode. It is restricted to basic features. If you use Pro features in this mode, you will get a warning before publishing and some of your sprites will turn red in the output.
Some sprites are red because TexturePacker is in Essential mode and you're using a feature of the Pro version of TexturePacker. During publishing you will get a list which contains all the features you've used that triggered the red sprites.
Please have a look at the TexturePacker licenses comparison page for a detailed overview on all features available in Essential or Pro version.
No. You have to buy a license to use TexturePacker for commercial projects.
The license agreement is accessible via the menu in TexturePacker or online here. Additionally you can find it inside TexturePacker's program folder (Windows) or inside TexturePacker's .app bundle.
TexturePacker stores files with local file endings. That means LineFeed (LF) on macOS and Linux, CarriageReturn-LineFeed (CRLF) on Windows.
If you are using in a mixed environment with Windows and macOS or Linux clients, you should configure your license management system to convert between the different ending styles. See our tutorial How to handle line endings in git for more details about how you can do that.
Only in the user interface. All paths are stored relative to the project (.tps) file to make them portable across computers and operating systems. If you check the .tps file into your version management system together with your sprites everything should work when you check it out on another system.
We maintain TexturePacker since 2010 and that would unfortunately not be possible with open source. A lot of time goes into updating texture packer, answering support questions, helping users. This would not be possible with an open source version.
TexturePacker is a tool that packs sprites into sprite sheets for game optimization. Using sprite sheets improves your game performance and can save memory. It also reduces the start up time because the game now only has to load 1 big images instead of many small ones. TexturePacker also allows you to optimize the images to reduce the amount of memory. E.g. by using 8 bit png images
A texture packer is a tool for optimizing games. It packs (usually) small sprites into a bigger image - a so called sprite sheet. This is done to improve game start up times, memory consumption and performance.
Sprite sheets consist of sprites - single images. When a game engine has to render a sprite, it copies its pixel data from the sheet into the scene. For this, a way to locate each sprite is required. In a simple scenario, when a sprite sheet contains equal sized sprites, the number of the sprite is sufficient to locate the sprite on the sheet. In an optimized sprite sheet, a data file is required. It contains not only the position but also the size of the sprite. Additional data might also be provided such as borders for 9-scale images or anchor points.
A sprite sheet is a collection of smaller graphics - so called sprites. It is stored as a single bitmap image file, allowing game engines to access the graphics with reduced loading time by only needing to load one file. The optimized version of sprite sheets can accommodate different sizes of sprites and be more tightly packed.