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About AndreasLoew

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    Advanced Member
  • Birthday 02/01/1974

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    Game development, game optimization, sprite sheets, game physics

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  1. TexturePacker already does a quite good job in compressing PNGs. It contains algorithms to reduce the PNGs to 8 bit and includes pngopt to reduce the file size. TinyPNG might still reduce the size a bit more - but you usually don't gain more than 5% compared to TexturePacker only.
  2. Please take a look at this tutorial: https://www.codeandweb.com/texturepacker/tutorials/how-to-create-sprite-sheets-for-phaser3 It explains how to create and use sprite sheets in Phaser 3 in a simple scene. Skip the part about sprite sheet creation. You'll have to exchange the loader code in the preload() function to something like this because you are using the older atlas format: this.load.atlas('grayfox, 'grayfox.png', 'grayfox.json'); It would be better to give your sprites more descriptive names instead of "0.png"... this makes the animation setup much easier.
  3. I've just created a short tutorial for PixiJS that explains How to create & use sprite sheets with a few mouse clicks Use animations from sprite sheets (much easier than enumerating all sprites manually....) Optimize sprite sheets for smaller size and faster loading (up to 50%) Visually edit pivot points The full tutorial including source code is available from here: How to create sprite sheets and animations for PixiJS
  4. @fmacpro is right: That's because you have no air friction set. The windmill has no reason to stop. You can set friction in the physics settings - see screenshot.
  5. If you are using a sprite sheet with a data file you can also reference the sprites by name. Check this tutorial for more information.
  6. @Deltakosh What about sprite sheets / texture atlases? We can add support in whatever format you need in TexturePacker.
  7. That's an issue in the debug renderer for the collision shapes. Nothing that you can fix in your code.
  8. Hi, I've fixed some of the stuff including the outdated version of phaser you used. I've also created new PhysicsEditor and TexturePacker project files. The game seems to be fine now. The sprite collision shapes are currently displayed as convex hulls not as concave sprites - but this is a display bug as far as I know. Best Andreas
  9. > However, for the second one, I've done everything like in the tutorial, Hm.... really? Ok... there are several things that you have to fix... 1. Using this.load.json('shapes', 'assets/physics/physicshapes.json'); is enough to load the physics data. Adding 'assets/physics/physicshapes.json' to each image does not make sense nor work. 2. Try to give the physics shapes the same names as your sprites. Not "1" - use "ob1" instead. 3. Use a sprite sheet to speed up loading instead of loading many sprites manually. This also makes handling sprite much eas
  10. Hi, can't help you with the first issue - but for the collision issue please take a look at our tutorial here: https://www.codeandweb.com/physicseditor/tutorials/how-to-create-physics-shapes-for-phaser-3-and-matterjs Bets Andreas
  11. @photonstorm Thanks! Your are right - it only works in WebGL... We'll disable the "Rotate Sprites" feature from the exporter with the next TexturePacker update. Please let me know if you extend the canvas renderer to support rotated sprites. I've also updated our How to create sprite sheets with Phaser 3 tutorial... this one might also help @Linzeestomp
  12. @photonstorm - Sorry - but this does not seem to be right. I've a demo running with rotated sprites in the Phaser3 exporter - and it works without any problems... (also see your announcement here: https://phaser.io/phaser3/devlog/48 - you must have added the code at some point in time ) But I also have issues with multipack - especially with the code we've added for the new json files that contain all the Texture references. What was the intended way to load a multipack json file? Whatever I try - it always tries to use the json file name and replaces .json with .png. I assume that t
  13. The problem is that tiles drag in neighbour pixels. In your case I'd assume that it comes from the 3 empty tiles in the top row. The transparency creates these issues. This might also happen on other tiles if they drag in coloured pixels... The best thing to do is to surround your tiles with a 1 pixel border that repeats the tile colours.
  14. The problem is that the sprite sheet does not have a regular layout. Some sprites are bigger, some smaller,... Use Photoshop or Gimp and extract the single images as png files. Use TexturePacker to build a sprite sheet. This will also save you memory because it can be much smaller. A tutorial how to use sprite sheets can be found here: https://www.codeandweb.com/texturepacker/tutorials/how-to-create-sprite-sheets-for-phaser3
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