Greetings,
I have recently started working again on a project that i started on a few months ago. When I was working on this project, I was using xcode 3 and an older version of texturepacker. I had to give back the mac i was working on and then bought a new one to start working on it. I had backed up my code and images... all except one.
So I got the latest version of texturepacker to recreate the plists, ccz files, etc and everything was fine. Except when I go to load it. My app loads all the old files just fine. The game runs, spritesheets load and all is good, except for when it tries to load the newly created spritesheet from texturepacker.
Here is what the code looks like when loading it
[[CCSpriteFrameCache sharedSpriteFrameCache]addSpriteFramesWithFile:@"images.plist"];
CCSprite *sprite = [CCSprite spriteWithSpriteFrameName:@"clip.png"];
There is nothing special, however, I can see that when it goes to add the sprite frames, inside the source, within CCSpriteFrameCache.m, line when it calls texture = [[CCTextureCache sharedTextureCache] addImage:texturePath];, nothing actually loads. despite it finding the pvr.ccz file within the .plist file that i pass to it. That alone eliminates the thought of its just not imported into the project. On top of that, if i put one of the old texturepacker files in there, it works just fine.
I've kind of run into a wall at this point, so any thoughts or advice that anyone may have would be extremely helpful. Please let me know and thank you in advance.