I use TexturePacker. I packed my textures and I have this file:
sample.png
sample.tps
sample.xml
sample.java
These resources are assets/gfx/sample. I connected to project sample.java.
I have this code:
Textures.java
public class Textures…
I am trying to do something very simple with PIXI and Typescript. I decided to switch to using texture packer from loading individual png files and ran into this issue.
The issue is when trying to access the texture that is loaded through the…
I'm doing a project with IOS Sprite kit (Objective-C), I use TexturePacker to make my Sheet/Atlas ,In my scene view I only display a Character animation nothing more but I have an issue when I display my Sprite it is blurry.
The resolution of the…
When i run the texturepacker in libgdx i have the problem that it doesn't pack all the images in one big sprite sheet. If i for example have 4 images and it only packs 3 of them. Note that 2 images are the exact copies of eachother so maybe that has…
I am trying to load a spritesheet from external json file but 1/1000 times it fails to load the spritesheet textures, so how can I ensure it won't fail by adding them from a json that is inside the code?
PIXI.loader
.add(path +…
I have a Texture sheet that was created with a texture packer app, it removes all of the unnecessary transparent pixels to save space in the final texture sheet. The problem is my animation is a guy with a sword, so when he attacks he swings the…
I need some help understanding what the best practice is for creating a PIXI.extras.AnimatedSprite from spritesheet(s). I am currently loading 3 medium-sized spritesheets for 1 animation, created by TexturePacker, I collect all the frames and then…
I've made a simple Screensaver using SWIFT 3 and SpriteKit.
I can get the scene to display but when I try to apply the texture atlas and animate it I get a red X with the animation instead of the actual image.
The debugger has the following…
I am using TexturePacker to generate spritesheet with JSON Array format.It generates some JSON like this:
{
"filename": "test.png",
"frame": {"x":0,"y":0,"w":40,"h":41},
"rotated": false,
"trimmed": false,
"spriteSourceSize":…
I am using TexturepackgerGUI to pack multiple animations into a spritesheet. I generate these animations with Spriter. TexturepackerGUI comes with a handy feature that outputs a offset field that can be used to offset the animation so the sprite…
I am new to Libgdx and have been following a book 'Learning LibGDX Game Development, 2nd Edition' for learning, and to let you now I am using Android Studio, the problem is even though I can create pack files in the android asset folder somehow I…
I tried creating texture atlas with transparent images for animation. Instead of my texture, I end up with black square image, matching the size of the first texture I wanted to pack into texture atlas. I used this texture packer…
I'm willing to fully exploit the AssetManager from Libgdx and all its Loaders.
But i have problem understanding this so special link between Skin and TextureAtlas.
I want to use the JSON way of creating skins as much as possible.
In the wiki i can…
I'm currently developing a game using LibGDX and I have come to the following situation:
The game uses TiledMap maps for each level in it. I created a large tile set and packed it to a ~1300x1300 PNG file (non-POT). Tiles are 128x128 + gutter.
The…
sorry for bothering you, i know that this have been asked already, but i cant manage to fix it. I have started to work with libgdx and decided to have a book as tutorial - "Learning LigbGDX Game Development". It was all going fine until chapter 4 ,…