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Mar
6
comment flashpunk animation problems
Your sprites don't seem to be 16x16, are they? You have to adjust the Spritemap contructor to match the frame size: Spritemap(source:*, frameWidth:uint = 0, frameHeight:uint = 0, callback:Function = null)
Mar
6
answered flashpunk animation problems
Feb
14
answered Using sourceRect or cropping out a Texture 2D to draw? MonoGame/XNA
Feb
3
awarded  Custodian
Feb
3
reviewed Approve “Industry Standard” JSON formats for game assets
Feb
2
awarded  Yearling
Feb
2
answered “Industry Standard” JSON formats for game assets
Nov
25
revised How to compress game frame by frame animation to a minimum on disk
Added complete demonstration
Nov
20
comment How to compress game frame by frame animation to a minimum on disk
Yes it will. TexturePacker has 2 modes for trimming sprites: Rectangles and polygons. If you use isometric images you might get a big advantage from polygon meshes in terms of packing. The question is if you would be able to draw textured triangles - or rectangles with a mask. If this is not the case you can still use the rectangles. You can send me some of your images if you want use dropbox and send a link to -> support at codeandweb . com . I won't share them - just interested to see what we can do to improve the packing.
Nov
19
revised How to compress game frame by frame animation to a minimum on disk
added some questions about RAM
Nov
19
answered How to compress game frame by frame animation to a minimum on disk
Oct
26
awarded  Editor
Oct
26
revised How to Sort Shoebox frames by order?
deleted 28 characters in body
Oct
25
comment How to fix texture edge artefacts?
You can use TexturePacker. It contains the features you need. See codeandweb.com/blog/2015/09/16/… Make sure to enable "Reduce border artifacts".
Oct
25
answered How to Sort Shoebox frames by order?
Oct
25
answered How to fix texture edge artefacts?
Oct
14
comment Random white lines appearing while translating rendering slick 2d images
No. This is not the problem here. Did you try the 3 steps I proposed here?
Oct
14
answered Unity + Texturepacker: Pivot point in weird positions
Oct
13
comment Random white lines appearing while translating rendering slick 2d images
I don't recommend using floating point coordinates - it will almost always give you trouble on tile borders. You force OpenGL into sub-pixel blending. It will also result in blurry tiles - e.g. if you have a white 1px line on a black background and you place it at a coordinate 0.5 you'll end in a gray line of 2 pixels width. Padding will not fix the issue. If you add transparency around the sprites, you will get black lines instead of the white ones - from the background shining through. You'll have to repeat the sprite's outer border - see (3). You can do this manually or by software.
Oct
12
answered Random white lines appearing while translating rendering slick 2d images