I'd really like to use LibGDX for this jam, but I'm not quite sure how to emulate the 64x64 resolution in this engine. Does anyone have any idea how to do this?
It had padding, but the padding was white. Apparently each tile needs to have padding of the same color as the pixel next to it. That seems a completely backwards way to deal with this -- isn't this simply a bug in libGDX that shouldn't occur?
Anyway, I wasn't using a TiledMap but I am planning to implement that soon
That sounds very troublesome way to fix it... Have you tried using alpha transparency instead of a color? It has been working fine for me that way.
Have you tried without padding between tiles? I've never used padding and never had problems. But always used tiled map parsing
you sure you're rounding your positions to the nearest int and rendering to the spritebatch associated with the fitviewport?