I found that Cocos 2D-X requires me to have both iphone and ipad texture atlases (png + plist) in order to run the game on iPad and Android Tablet. The same for custom fonts. So I need foo.png + foo.plist + foo-ipad.png + foo-ipad.plist even though my game is only playable on big screens.
In the same time Cocos does not require me to provide a special
ipad version for standalone background images and localization files . Although Cocos tries to find those files but it can work without them. But Cocos-based game does not work without both iphone and ipad resources for atlases and fonts.ipad suffix? Why it needs both iphone and ipad atlases/fonts? If there is no iphone atlases/fonts the game just crashes because Cocos can’t find a sprite although that sprite is inside
The problems become much worse with iPad Retina: now I have to provide all 4 combinations: iphone plain + iphone retina + ipad plain + ipad retina. That does not seem right for me. I’d rather call this a bug or misfeature.
Why Cocos needs localization with
ipad resources. Why it needs iphone/hd + ipad/hd in order to run game on Retina? If there is no iphone/hd resources then Cocos just crashes because Cocos can’t find a sprite although that sprite is insideipadhd resources.
What am I missing? Maybe I don’t understand how it supposed to work? Maybe this is a real bug?