I create bgs.atlas, place the background sprites.
bgs.atlas 2048 X 2048
Change all gui’s to reflect change
Split the magic spheres and blocks into two atlas files.
sprite.atlas 2048 X 2048
block.atlas 2048 X 1024
Change the main_menu.gui
Block.go and Block.script is where it starts to fall apart.
Both blocks and magic spheres need to belong to the same atlas, #sprite.
Add a new component to block.go of block. #block
Change #sprite to #block…
if self.color ~= nil then
msg.post("#block", “play_animation”, { id = self.color })
else
msg.post("#block", “disable”)
end
Now I see magic spheres and block in same spot.
Needs some logic change to actually work and use textures that will load on android device.
FYI - I am developing on a Nexus 7 running 5.1
I did learn a few things about the texture size as I saw this error with another project and now understand to break up the atlas if too large.