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@Ben
Are you using Tiled maps? This is common if you're using a spritesheet that has no padding between each tile. If you modify your image to add a 1px padding between each tile and import it on tiled as such (telling it has a 1px pad) it should display fine.

In case you already made some tiles and don't want to manually rearrange it, I've used this gimp plugin in the past to automatically add padding (or do other modifications) to spritesheets:
http://registry.gimp.org/node/26044

(1 edit)

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

(+1)

make sure your texture is a power of 2 in size e.g 512x512 not 512x300. The non-power-of-2 will cause some drivers to scale the texture and make pixels appear to "bleed" as well.