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All spritesheets now have an extra row and column at the end.
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- This makes it so that sprites at the far right and far bottom no longer have artifacts from the top row and left column of pixels, due to how OpenGL renders textures.
- Also PNG crushed all graphics (except the ones in sub-folders). Pretty sure some were already PNG crushed but oh well.
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Espyo committed Sep 16, 2024
1 parent 85d09ba commit f5fd7df
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1 change: 1 addition & 0 deletions Manual/content/animation.html
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Expand Up @@ -224,6 +224,7 @@ <h2 id="tips">Tips</h2>
<li>When editing a sprite's hitboxes, if you have a large hitbox selected and you want to select one that's covered up by it, you can just click an area that is overlapped by both hitboxes, and the editor will toggle between the hitboxes in that spot.</li>
<li>Pikmin immune to the hazards of a hitbox will completely ignore that hitbox. If you want immune Pikmin to still be hurt in some way, you should make a new hitbox (without hazards) and overlap it with the regular hazard hitbox. This is useful for example if you want a Pikmin that's immune to stabbing to still get knocked backwards when hit.</li>
<li>Use the options (in the menu bar) to customize the editor to your liking.</li>
<li>Due to the way graphics rendering works, it's recommended that spritesheets have a row and a column of empty pixels at the far bottom and far right.</li>
</ul>

</div>
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2 changes: 0 additions & 2 deletions Source/documents/Todo.txt
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Expand Up @@ -157,8 +157,6 @@ Next tasks (roughly sorted most important first)
Add a glow to the smack effect particle?
Spectralids shouldn't have their body dead center and only have the wings flap, their body should bob up and down aggressively like real butterflies
Pikmin movement and other actions should have random offsets and delays of tiny amounts, just so that the army feels like a group of individuals, instead of several robots
I think I may need to export spritesheets with a row an column of dead pixels at the ends, because texture UV wraparound interpolation stuff is making artifacts from the opposite end of the spritesheet show up on the topmost and leftmost sprites
From here on, all commits should pre-png-crush their changed bitmaps
New mobs
Burrowing Snagret
A tall grass mob
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100 changes: 90 additions & 10 deletions Source/documents/Vectorial graphics/Objects/Candypop_Buds.svg
14 changes: 12 additions & 2 deletions Source/documents/Vectorial graphics/Objects/Ceramic_bridges.svg
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