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oh good catch! Yeah, fauxton is quite a bit out of date. I probably did some wrong math when trying to account for offsetting the VB planes or something. My suggestion would be to check into the fauxton internal functions. I need to sit down soon and refactor fauxton since when I wrote it originally I was quite trash at coding. Haha.

(+1)

Found it! I changed one specific _zs value within " __FauxtonWriteStaticSpriteStack" to 1 (bolded and commented below):

// Create and write to buffer (much faster than writing a direct vertex buffer)

for ( var i=0; i<_num * _zs; i+=1/_zs )

{

var _ind = ceil(i / _zs);

//if ( _ind > _num-1.6 ){ _ind = ceil(_ind); }

_ind = clamp(_ind, 0, _num-1);

__FauxtonWriteQuad(_buffer, sprite, _ind, _x, _y, _z + i + _zoffset, _col, _alp, _ang, _xs, _ys, 1)  //changed _zs to 1 here.

}

Hope this helps anyone facing a similar issue!

Oh nice! I figured it was something dumb that I did. haha. Great work!