@magicrat_larry Looking at these assets… polygon packing could do some wonders. The complexity should be quite low if you already develop your own engine.
When creating the engine to our point and click game I hit a point where the fps dropped due to the images being rendered. Their size was large and mostly transparent pixels. TexturePacker was the tool that helped greatly reduce this problem. It trims whitespace for you and packs all the sprites into one image to load. What you end up with is just pure efficiency @CodeAndWeb
Just bought TexturePacker today and my god it's amazing! Found out it has native support for normal map packing as well.
So it places the normal maps in the same location and then auto creates a canvas texture in godot!
This will legit save weeks during development
Created a new tutorial about PNG compression. Works
great with @PixiJS and @phaser_
Convers lossy and lossless compression methods.
https://t.co/sOk2YMwraF
II found my ApplePen again after 2 days - in the oven. It had magnetically attached itself to the grill grate when I had put it down on the table... Fortunately, I had noticed before the ApplePen was cooked.
Bought @CodeAndWeb's Sprite Illuminator ages ago and finally tried it! Cool tool!
Tried automatic, then semi-auto (see quoted), then manual. Think I prefer manual (this one). Thoughts?
For @MindFeastGames#IndieDev#art
Since I know how much some positive Feedback can mean, I just had to share this: I just bought BabelEdit from @CodeAndWeb after using the 7 day trial for like 30 minutes because I immediately fell in love with it. It's just EXACTLY what I was looking for and works perfectly 😍