Spriteset glitch

Hi there,
I did a pretty big spritesheet with zwoptex, latest version, 1024x1024 with 62 sprites all of one object.
This is the actual code

local dataSS = sprite.newSpriteSheetFromData( "dataSS.png", require("dataSS").getSpriteSheetData() ); local dataSet = sprite.newSpriteSet(dataSS, 1, 62); sprite.add(dataSet, "standing", 10, 12, 1000, 0); local sprite = sprite.newSprite(dataSet); sprite:prepare("standing"); sprite:play();

Even though I’m making the animation only 3 frames (from 10 to 12), 9 frames are called, so the animation is pretty screwed up.
Am I doing something wrong, or is there a problem with spritesheets too big? [import]uid: 8486 topic_id: 12843 reply_id: 312843[/import]

Hello,
There might be a few reasons why it’s not working correctly. First off, your sprite.add isn’t correct. You want your animation to start on 10 and end on 12, so you sprite.add should look like this. Also, make sure the program exported the data in the right order and you used the right settings.
[lua]–start on frame 10 and 3 frames after that.
sprite.add(dataSet, “standing”, 10, 3, 1000, 0);
[import]uid: 17138 topic_id: 12843 reply_id: 47107[/import]

Great, thanks :smiley:
That was the issue. I thought you had to put startFrame and endFrame in there, got it totally wrong d:
Thanks again (; [import]uid: 8486 topic_id: 12843 reply_id: 47165[/import]