GameDev Quest Posted August 17, 2015 Share Posted August 17, 2015 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 game. But the sprite sheet image dimensions are way bigger than they need to be and there is a lot of wasted space. Has anyone come across this? Is there a line of code in Phaser I can use to get around this issue? Thanks for your help! Link to comment Share on other sites More sharing options...
stupot Posted August 18, 2015 Share Posted August 18, 2015 image rotation in atlas graphics isnt supported by phaser, trimming is though Link to comment Share on other sites More sharing options...
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