very interesting read,
by using one of the above suggestions i set my margins to 127.5 x 127.5 (my sprite "tiles" are 128x128) and the seams are gone !
i guess the fact that they overlap by a total of 1 pixel made them disappear.
i had to remake some collision detection especially on slopes to compensate for the overlapping but everything went silky smooth.
now for the tricky part.
does anyone know why when i import my tilemap sheet through the tilemap plugin in C2 and divide it by 128x128 i can see in some places extremely thin lines around the invisible square?
they are perfectly aligned , when i cut them in photoshop and import them as sprites they have no such "artifacts".
does anyone know how the tilemap plugin handles the "cutting" of the tilemap sheet?
of course when i use sampling to "point" the lines disappear but so does my picture quality and everything flickers like a mofo! lol
Any info on this matter would be greatly appreciated.
And another question now that i am on fire!
although i have read a lot about it i am not sure about the conclusion.
right now i have 2900 objects on my first level.
90% are the same 53 sprite "tiles" .i have one sprite and 52 animation Png's for it.
65% of these have their collision detection to "off"
do i have inferior performance with this setup than if i had used the tilemap plugin with the same 53 tiles?
because if not then i would be happy to stay with my current sprite "tiles" setup.
it is more time consuming but it works for now.
otherwise i will have to figure out a solution with your help on how to get rid of the lines and the seams using the tilemap plugin.
thanks in advance.