Empty space between sprite ground images

  • Hi

    I have weird white spaces between png images.

    I placed them as a sprite.

    See print screen:

    speedy.sh/Smk7b/empty.jpg

    thx.

  • marcinkowski,

    First, I would like to suggest that you get a Dropbox account and share files that way. It is more convenient than having to wait 30 seconds and enter a captcha to download the file (if you don't have a speedy share account, that is). This tutorial should help: upload-your-game-to-dropbox

    Second, is this a screenshot from the preview within C2? If so, and you are talking about the lines between the brown squares, it appears that the sprites were not accurately placed, even though it may seem that way in the editor. I would suggest using the Snap to Grid in the editor, and make the snap size a multiple of your sprite size (i.e. if you sprite is 32x32, make the snap size 16x16 or 8x8).

    I hope that helps!

  • Thanks

    I have Crop transparent edges I dont see Snap to grid.

    Is size 16x16 are standard. My blocks had 45x45 ;-)

  • Try enabling 'pixel rounding' in project properties.

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  • Snap to grid is in the editor, under the view tab.

    For 45x45 blocks, you would want 15x15 or 5x5 for a grid size. I don't think there is really a "standard" size for textures, but most people seem to use powers of 2 (2, 4, 8, 16, 32, 64, 128, etc), probably because they provide the largest number of multiples and are most easily divided into smaller pieces.

    Also, what Ashley said. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • but most people seem to use powers of 2

    It is also because of gear "limitations". Some older graphic cards can't handle no power of two textures. Recent material do handle it, but still under the form of taking (in memory) as much space a power of two.

    For this peculiar example, in memory, you don't have a 45X45 texture, you have a 64X64 which only 45X45 pixels are used.

    The best bet is to keep to powers of two, it helps preventing possible issues for your users.

  • Almost all modern hardware supports non-power-of-two textures, with one exception: WebGL fully supports non-power-of-two textures, except when you tile them in the Tiled Background object, which is because it's also designed to work on mobiles which have limited GPUs.

    So you can almost forget about power-of-two textures completely, it's just it'll work a bit better to have a power-of-two texture for a Tiled Background object, for WebGL only.

  • Thanks !

    that's work ;-)

  • So you can almost forget about power-of-two textures completely...

    Except for those of us with OCD who MUST use powers-of-2. <img src="smileys/smiley17.gif" border="0" align="middle" />

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