I’v created a new target for the lite version of the iphone game I’m working on.
I’v added new images to the resources, and created a sprite with them.
The images have two version – regular sized image, and another one for the retina display.
This is how I added the sprite:
CCSprite * liteLabel = [CCSprite spriteWithFile:@"buyAlert1.png"];
liteLabel.position = ccp(240.0,160.0);
[self addChild:liteLabel z:1];
liteLabel.opacity = 30;
When creating a sprite with the new added image the game crashes.
This is what it says in the logs:
2011-12-03 17:07:02.666 Jungle Monkey Lite[13467:10a03] cocos2d: Frame
interval: 1 2011-12-03 17:07:02.668 Jungle Monkey Lite[13467:10a03]
cocos2d: surface size: 480×320 2011-12-03 17:07:15.472 Jungle Monkey
Lite[13467:10a03] cocos2d: CCTexture2D. Can’t create Texture. UIImage
is nil 2011-12-03 17:07:15.472 Jungle Monkey Lite[13467:10a03]
cocos2d: Couldn’t add image:buyAlert1.png in CCTextureCache 2011-12-03
17:07:15.473 Jungle Monkey Lite[13467:10a03] * Assertion failure in
-[GameLayer addChild:z:], /Users/odedharth/Dropbox/bibijida/Evil Monkeys/Evil Monkeys/Evil Monkeys/libs/cocos2d/CCNode.m:407
Also at the beginning of the log it says:
Retina Display Not supported
Though it supposed to be supported.
The weird thing is that it works on the full game target, in spite there is no difference at the code between the full game target and the lite game target.
How can I fix this?
Thanks
Ok I found out what was the problem.
When adding the new images I didn’t added them also to the lite version target.