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Texturepacker free trial
Texturepacker free trial




texturepacker free trial
  1. #Texturepacker free trial how to
  2. #Texturepacker free trial trial

I've used ImageMagick a lot through the years, and it's completely insane what you can accomplish with just a few commands. Padding the image frames manually could be some really tedious and error-prone work, if it weren't for the incredible and free command line tool ImageMagick.

#Texturepacker free trial trial

There's a trial version available, so I'll probably check it out anyway just to get a feel for it. Not saying it's not worth the money, just not in my case where I only have a few sprite sheets to manage. Somewhere around $100 (1 099 SEK in my local currency) for the basic version with lifetime updates, and even more if you need additional tools like PhysicsEditor or SpriteIlluminator. Allegedly, anyone who purchases one of his soul crystals can.

texturepacker free trial

I haven't tried it out myself but it looks like a really awesome tool if you have lots of sprites that you need to manage. Blue Mage (Limited Job) A so-called mage of rather questionable character claims to have mastered an outlandish form of spellcasting that resembles neither black nor white magic during his voyage to the New World.

#Texturepacker free trial how to

This thread in the Corona forums confirms it, and also contains an example for how to best calculate the padding size for supported device resolutions.Ī tool called TexturePacker is also mentioned in the forum thread. The pixel overlap is apparently a well-known problem within game development, and the standard solution is to - you guessed it - pad the frames with transparent pixels. So I figured I was gonna look for another solution to be able to create sprite sheets without padding that still look good. This has caused some additional work both to set up the sprite sheet images, as well as calculating the frames' positions within the sheet. To work around this problem in the past, I've just padded my sprite images with a couple of transparent pixels so that the possible overlap won't be visible even though it might still be there. Sprites in action, pixel overlapping between frames This is what it might look like when the overlap happens. When I say occasionally I mean that it doesn't happen for every new sprite I create even though the same sprite sheet is used, and it doesn't happen on all device resolutions. When working with sprites in Corona SDK I've quite often run into a problem with sprite sheet frames occasionally overlapping each other.






Texturepacker free trial