Thanks a lot !
Rev.Tyler wrote:Could you show how to make a TiledTextureRegion with the sprite sheets in the example?
*edit* nevermind, You can just use the TiledTextureRegion constructor, correct? Just get the texture and region position from the texture pack.
Will there ever be a way to create an animated sprite out of a series of texture regions so we can just use Texture Packer for animations without having to make a TiledTextureRegion on top of the TexturePack?
rioneye wrote:I think there is an error in the extension. There is something wrong with the texture pack parser class(line 214).
borrrden wrote:NOTE: RGBA4444 encoded textures appear to be not functioning correctly, be warned!
Nicolas Gramlich wrote:borrrden wrote:NOTE: RGBA4444 encoded textures appear to be not functioning correctly, be warned!
Does it throw an Exception or just display crap (maybe everything tinted red)

vertti wrote:TexturePacker supports RGBA5555 and this seems like a very nice compromise, dithering is a LOT less visible than with 4444 and still the resulting graphics are a lot smaller than full 8888.
Could this format support be added to AndEngine?
(Sorry for double posting, added this already to the Feature forum.)
Olieh wrote:I just tried using the extension and the script throws the following error:
Writing sprite sheet to ../assets/gfx/spritesheets/zombiejump.pvr.ccz
TexturePacker:: error: Failed to open ../assets/gfx/spritesheets/zombiejump.pvr.ccz for writing
What could be wrong?
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