new to android dev and andengine in general. trying to animate a sprite using the AndEngineTexturePackerExtension but im unsure how the tiledTextureRegion gets created for the animated sprite. below is what im trying which i have gotten from guides…
I have a problem by using the .pvr.ccz format. I have a simple spritesheet with a few sprites on it created by TexturePacker. It's loaded like in my example code below.
@implementation MainScene
- (id)init
{
// Apple recommend assigning self…
Hi I have some problems with the texture atlas packer assetmanager from libgdx.... maybe someone had the same issue...
I pack my textures in my desktop app like this ... which is running and the pack files are generated...
public class…
Using libgdx 1.7.0/Android Studio, TexturePacker is supposed to be included out of the box if checking the tools option when creating the project (and so I did).
In fact, if I check my build.gradle file, in the project(":desktop") section I have the…
I'm new to LibGDX and was trying to implement parallax background.
Everything went good until I faced such issue: I get some stripes when scrolling background. You can see it in attached image:
So I looked deeper into an issue and figured out that…
I’m using TexturePacker from the command line and am unable to get it to pack multiple sprites into 1 sheet. It allows me to do 1 sprite so the command is fine.
This is the command I am using.
"TexturePacker --format sparrow --texture-format atf…
How exactly works the split parameter in a skin.atlas file. Libgdx texture packer creates these from 9-patches I believe. I need to manually add these sometimes (when using the texturepacker in the linked tag or when manually inserting/editing a…
I have a folder named UI and inside it, it contains a button.pack and a button.png (I created this with the GDX texture packer). Here is the line of code for the .pack.
atlas = new TextureAtlas(Gdx.files.internal("ui/button.pack"));
skin =…
-[CCFileUtils fullPathForFilename:resolutionType:] : cocos2d: Warning: File not found: play.png
Cocos2d game....extremely simple just started it.
This is the entire class and the "play.png" and "sound.png" are not being found. They are both…
I want to show a sequence of animation(background Transparent) by using a spritesheet (generated by Texturepacker). is there any other engine(way) to show sprite sheet animation other than AndEngine?
I'm currently writing a batch script to generate sprite sheets using TexturePacker's Command-line Tool.
for /f "delims=" %%i in ('dir /b sprites') do (
TexturePacker --format "json" --data "sheets/%%i.json" --sheet "sheets/%%i.png"…
I just picked up TexturePacker and I dragged my images folder to the window that says, Drag Folder Here. And then all of my images load into this cool image sheet but then I get an error message at the bottom of the screen that says, "21 not fitting…
I have been using texture packer for most of my image resources. Recently I read about asset catalogs that eliminate the need to specify iOS device extensions needed for resources. can asset catalogs eliminate the need for iOS device resource…
I got some image resources from a iOS game (a png file & a plist file). The resources are packed by texture packer. I'd like to restore the .png & .plist file back to png images, but I don't know how to do this.
How can I read the following deep level nested json file using jQuery?
{
"frames": {
"a1-0.png":
{
"frame": {"x":24,"y":20,"w":12,"h":12},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":50,"y":152,"w":12,"h":12},
…