I tried resizing the sprite borders to the power of two and it works wonderfully! Using 32x32 instead of 32x24 fixed the clipping. Thanks for the hint. Though being forced to use square shaped borders kills a lot of possibilities with the tiling. I'd still like to see the possibility of being able to tile non-power of two shaped sprites without the pixel clipping problem.
Glad it worked!
I don't think you're going to see none power of two textures working flawlessly for some time to come, not in real time anyway (pre-rendered it doesn't matter). Newer cards can handle it, but it's extra strain for them. Older cards however will probably just balk at them. Honestly being forced to use specific sizes isn't as bad as it seems.
[quote:2q2kf0ak]I wonder if it makes any difference in the clipping problem if you load the textures externally instead of internally. The external resource management is far from ready in this project but we'll get there.
Well no, cause this is a DirectX thing, and a computer thing, they've been using these set tile sizes since the beginning, and then when textured 3D games came along, those too used them. While I admit, some programs DO have different sized tiles available (I faintly recall some creator program from way back that allowed strangely sized tiles), but it's few and far between, and probably unheard of with modern methods. Like I say, it's just easier for the hardware to handle textures of those specific sizes.
There are a few tricks you can use though, unlike most 2D games or creator programs, construct doesn't force you into working in a tiled environment. Yes your textures should be power of two, but your tiled backgrounds can be whatever random size and it appears to make no difference. Also, overlaying other tiled backgrounds on top is perfectly acceptable and works just fine, even if they too don't follow a grid pattern.
Using that as an example. Say you've got your tiled floor, and you wanted a few manhole covers, but each one is rotated differently to the next (to avoid obvious repetition), traditionally you'd probably have to make new tiles for each and every one. With construct you just create a clone/instance of your manhole cover, rotate it and place it where you want. Do the same with a bunch of other random objects, leaves or trash or rocks or whatever and you can very quickly and very easily remove any obvious repeating pattern, just like how decals work in 3D games. From an artists point of view, that's an awesome part of construct, and being as they're instanced, they effectively only exist as a single entity, so that cuts down VRAM usage too.