bug: Buggy sprite look when slicing
Using version ^3001.0.10 and loading this spritesheet:
With this configuration
loadSprite("tv", "sprites/hit/tv.png", { sliceX: 8, sliceY: 1 });
I had this really bugged look
This happened when setting any frame above 4 i think, when setting 0 to 3 it was working fine
If this can't be reproduced in v4000 or any version for that matter then it must be something i was doing wrong then
"hmmm, so the uv coord calculation fails in some cases?"
probably cause it is too wide, I think the max texture width is 1024 pixels but this image is over 3000 pixels wide
Ah that'd make sense, at first i thought it could be because the sprite is sliced in too many parts
So should i close as not planned since the limit is 1024? Maybe it should throw and Error or warning when a sprite is too big instead of just letting it slide
I don't know why, but the same is happening with me, even though i export the image as 640px x 480px in illustrator 🤷♀️
the raw image is 2000x2000, so it might be that, tho im pretty sure kaplay can load up to 2048x2048, maybe slicing for animations on big sprites is bugged
i exported the image as an asset export in illustrator, and now it works! 😁 thank u
how did you fix it exactly? just exported as sepparate sprites or?
well, i imported the 2 images on illustrator, in a document 640 x 480, placed them by side, and instead of exporting as a normal png, there is an option on File > Export > Export selection (asset export). i dont know what it means or why it worked thoug 🤷♀️ xdd. if you want to, get my discord: htferretti#4777 , idk why github doesnt have dm
I had this issue with a background image : 3282x1846 Using the option singular solved the issue for me :
loadSprite("level3BG", "sprites/antwerpen.png", {singular: true});
A spritesheet is 2048 wide, so this would never fit in a spritesheet.