All of my various DragonBones textures get combined into one atlas. I have several different texture atlases in my game, with one being just for DragonBones. I initialize my app as explained here: using strategy 3 "Smart Object Placement". iPad retina, largest size, ntentScaleFactor = 4.iPhone retina, medium size, ntentScaleFactor = 2.iPhone non-retina, smallest size, ntentScaleFactor = 1.Basically I'm really working with LD, SD, and HD) note that I just call them by their iOS device names for ease of understanding since that's what my artists find easiest p lol.
![texturepacker export png texturepacker export png](https://gameartpartners.com/wp-content/uploads/edd/2014/08/Featured_All_Zombies.png)
I support 3 resolutions in my game (for iOS, Android, etc. Here's a more detailed explanation, let me know if there's still anything that is unclear: I needed to do this to cut down on assets since I'm going to have 25+ DragonBones separate assets, and I didn't want to have 3 xml skeleton files for it saves me a lot of time, as well as reduces the amount of data I have bundled in my app (because of fewer XML files). DragonBones happily adjusts everything for me using ntentScaleFactor. Then I export at scale 1.0 (for iPad retina) - In TexturePacker I use these iPad retina assets, and tell it to auto-create 0.5 and 0.25 scale versions for me. To do this, I need to export from DragonBones design panel at scale 0.25 (for non-retina iPhone) and use this skeleton.xml for all sizes, so I only ever load this one, regardless of resolution. I'm currently supporting 3 resolutions (iPad retina, iPad/iPhone retina, and iPhone non-retina) using only 1 skeleton.xml for each DragonBones asset. One thing I can possibly help you out with: you mentioned that you exported the skeleton.xml files at different sizes. I really enjoy working with Starling & Dragonbones, keep up the good that works perfectly! I didn't realize that you could just use a normal TextureAtlas, for some reason I thought it had to be a StarlingTextureAtlas (which is what the DragonBones example uses).
![texturepacker export png texturepacker export png](https://rhythmax4android.files.wordpress.com/2017/02/screen-shot-2017-02-04-at-10-01-22-pm.png)
Texturepacker export png manual#
Besides that I used folders in texturepacker, so my textureatlass had names with a folder structure in it which didn't reflect the names in the DB exported skeleton data (this whas the XML that needed manual modification). Today I structured the files a bit and used the stable 2.3 version to export. To summarise the problems I had: I got my dragonbones animations from friends working at another location, made with the 2.3 beta and some possibly non-handy naming of assets. Today I was finally able to spend some time on it, it actually works perfect without any additional programming.