I am sorry if this topic already discussed, but I didn’t found solution. I already created same topic for the iOS platform, now I am working with porting game to Android. And can’t find the way cocos2d handle different resolutions and pixel depths on Android? Did it still understand file postfix like “hd” or something like that? Is there any way to create graphic for every resolution, wrote one code and leave to SDK selecting right resource version? Or it should be handles manually?
And second question about pictures loading. CCSprite can be created using file names, texture2d or bitmaps. But is there any way to create CCSprite using files from resources (res/drawable-hdpi, ldpi and so on) using R.drawable.filename? Or I need to use files only from assets folder?