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Found 16 results

  1. I am trying to do something very simple with PIXI and Typescript. I decided to switch to using texture packer from loading individual png files and ran into this issue. The issue is when trying to access the texture that is loaded through the spritesheet json file I get a promise error. The code is very simple and I have tried various ways of doing this with no luck. This example is the simplest and uses the example from CodeAndWeb (Texture packer devs site) but in an attempt to translate it to typescript and separated the functionality a bit. Any advice is highly appreciated. Thanks.
  2. Hi All, The body.gameObject is null during collisionstart event when using TexturePacker and PhysicsEditor json files Cannot read property 'setTint' of null The setTint call works (and gameObject is valid) when I load the two images directly like this.load.image('ship', 'images/ship.png'); Do I need to modify this code in some way so I can use TexturePacker and PhysicsEditor? var config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-game', physics: { default: 'matter', matter: { debug: true, gravity: { y: 0 } } }, scene: { preload:
  3. I have a spritesheet of 7 equal size sprites (50x50). When I try to call a specific frame ('6') to assign it to a variable, i get half of sprite 5 and half of sprite 6 showing. I'm using Texturepacker Pro with, I think, the correct settings, so why am I getting half of the frame instead of the full frame? figured it out: i had to add some boundary around the sprite in the original load line.
  4. Hello, I tried to run my JSONArray texture pack using the default phaser.min.js and texturepacker and upon adding an image to a state. it threw an error saying cannot set size of null/ undefined. I checked and double checked the code. There were no problems with it. So i changed the engine to phaser-arcade-physics.min.js and this time it worked. The problem now seems to be that it doesn't recognize the function this.scale.setScreenSize(true) inside the BOOT.js file. Which worked in phaser.min.js. I can see the phaser-arcade-physics.min.js is the updated file of the two. But which vers
  5. Hello all! I have hit a roadblock and I need help :/ All I want out of this is one thing: I press a cursor key, and an animation plays. Three of my animations work perfectly, and two only play the first frame of the animation when the keys are pressed (down && left) || (down && right). Any insight to what I hope is just a simple typo? Thanks for your time! EDIT: The frames that are not working are not the same size as the frames that do work, they are about twice the width, could that have something to do with it? var game = new Phaser.Game(800,
  6. Hello! I finally decided to try to use TexturePacker. This tool looks promising. Now I am just rewriting tons of my code. Here's the question, I hope some of you, friends, might be able to help me: My old code: var background = game.cache.getImage(backgroundName); something.drawImage(background, 0, 0, background.width, background.height, 0, 0, gameWidth, gameHeight); Can I do the same thing, but with background image being placed into texture atlas which will also include multiple other images? How can I do ' var background = game.cache.getImage(
  7. I have started work on Photoshop script that exports layer data to a JSON file that can be imported at runtime by Phaser to recreate the design using images from a sprite sheet. This is still work in progress as I will be cleaning this up and adding more features such as bitmap text support and animated spritesheets. Add separation from the design from the game code. No more manually placing images. Make changes in Photoshop and see them right away in the running game. Does anyone else have a similar tool or process for updating and placing their images in Phaser? I used to use Flash and a FSF
  8. Hi, I am having problem loading texturepacker .json file on android device. Pixi code: var loader = Loader.add('images/sprites.json').once('complete', onAssetsLoaded).load(); Here is the error message: chromium: [INFO:CONSOLE(0)] "XMLHttpRequest cannot load content://com.company.test.AVC.files/assets/images/sprites.json. Cross origin requests are only supported for protocol schemes: http, data, chrome, https.", source: content://com.company.test.AVC.files/assets/index.html (0) My app is packed into apk using Corona SDK. (I packed html projects before w/o problems) T
  9. Hi I'm building my first Phaser game at the moment as a trial after coming originally from an Actionscript background, and then working a lot with Haxe/Flambe for the last couple of years. Most of the things I've tried and tested so far have worked out fine, but I'm struggling with finding a way of having a large complex sprite use multiple texture atlases. I'm using TexturePacker and have output a multipack using the JSON (Hash) format which names the files name0.png, name1.png etc. but I can't find a way to access these in Phaser. I have smaller, single atlas sprites working no proble
  10. Hello, I'm having some trouble animating a sprite atlas. I apologize if this is something I'm doing wrong in TexturePacker but I can't seem to get it to animate right in Phaser. I loaded the atlas using game.load.atlasJSONHash() and it IS flipping through all the frames. The problem, however, is that the textures seem to re-center on the sprite based on the width of the particular frame. The running animation for my sprite worked perfectly because the width and height of each frame stayed the same, but when my sprite extends his sword out from his body and expands his size, his textur
  11. Hi, is it possible to count all the elements ('frames' childern) in an atlas object like: this.game.load.atlas('var', 'path.png', 'path.json') or does it needs to parse the texturePacker Json?
  12. In (re)acquainting myself with Pixi for some hobby projects, I put together a simple example and walkthrough of scaling to fit device dimensions, using hi-res resources, animating a sprite, doing some basic parallax scrolling with tiling sprites, and assembling spritesheets with TexturePacker: http://www.rocketshipgames.com/blogs/tjkopena/2015/09/basic-scaling-animation-and-parallax-in-pixi-js-v3/ I hope it's of use to somebody, and would love to hear any comments about any errors or sub-optimal code. Thanks!
  13. Hi, I'm new to PIXI and thus far really like working with it. I posted this issue in response to a previous, unrelated issue, so I thought making a new topic made more sense. To summarize my project, I'm I'm overlaying one sprite sheet animation with another, which works perfectly except for loading so many json and sprite files. I'm currently working on optimizing that, but I'm not completely comfortable with the loader class just yet. Maybe someone can make a suggestion as to more efficient coding. Currently the following code is called on click of a thumbnail of which there are three,
  14. Am I missing something? New guy on the block here, and I'm trying to learn to use sprite sheets with pixi.js When it comes to sprite sheets, It seems like Pixi is pretty tight with Texture Packer. In fact, I haven't been able to find any up-to-date info on using Pixi without Texture Packer. This is important to me because I am trying to learn more than just pixi.js, but 2d animation in general, and I'm broke Anyhow, I did download Texture Packer, was warned about the trial (after which I'll have to pay(!)?), and went to publish my first sprite sheet, when I was greeted by this - implyin
  15. Hey GameDevs, I'm using TexturePacker to make a sprite atlas. When I use the 'MaxRects' setting it makes an optimized sprite sheet, rotating some of the images to tuck them all in nicely. But when I run my game I receive this message from the console: Phaser.Loader - textureatlas[spritesheet]: Texture Error: frame does not fit inside the base Texture dimensions [object Object]and each sprite appears as the whole sprite sheet. However, if I set Algorithm to 'Basic' instead of 'MaxRects' the resulting sheet contains all the images without rotation, and the sheet works perfectly in my ga
  16. Hi Folks, EDIT: At first sorry for my Mistake. I dont meant Tiled, i meant TexturePacker!! I am completely new in the matter and have a question about *Texturepacker. I wanted to create a JSON file (jsonHash) for an animation in Phaser. In Phaser example, the description of a frame looks like this: { "filename": "blueJellyfish0001", "frame": {"x":484,"y":836,"w":63,"h":65}, "rotated": false, "trimmed": true, "spriteSourceSize": {"x":1,"y":0,"w":66,"h":66}, "sourceSize": {"w":66,"h":66}}I do not get displayed by my own example, the file name. Look here: "002.png":{ "frame": {"x":2,"y":34,"
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