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I'm not sure about in Slick2D, but in Unity this sort of problem can be caused by the engine not assigning indices to wholly transparent blocks. For example, if tiles 2-4 are totally transparent, Tiled would assign the fifth block as index 5 but Unity would assign the 5th block as index 2.

Work-arounds may include slicing a dummy image with a solid color and then overwriting it with your final image to keep the slicing information metadata, or just not having wholly transparent blocks in your tilesheet.

I'm not sure about in Slick2D, but in Unity this sort of problem can be caused by the engine not assigning indices to wholly transparent blocks. For example, if tiles 2-4 are totally transparent, Tiled would assign the fifth block as index 5 but Unity would assign the 5th block as index 2.

Work-arounds may include slicing a dummy image with a solid color and then overwriting it with your final image to keep the slicing information, or just not having wholly transparent blocks in your tilesheet.

I'm not sure about in Slick2D, but in Unity this sort of problem can be caused by the engine not assigning indices to wholly transparent blocks. For example, if tiles 2-4 are totally transparent, Tiled would assign the fifth block as index 5 but Unity would assign the 5th block as index 2.

Work-arounds may include slicing a dummy image with a solid color and then overwriting it with your final image to keep the slicing information metadata, or just not having wholly transparent blocks in your tilesheet.

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I'm not sure about in Slick2D, but in Unity this sort of problem can be caused by the engine not assigning indices to wholly transparent blocks. For example, if tiles 2-4 are totally transparent, Tiled would assign the fifth block as index 5 but Unity would assign the 5th block as index 2.

Work-arounds may include slicing a dummy image with a solid color and then overwriting it with your final image to keep the slicing information, or just not having wholly transparent blocks in your tilesheet.