Hello- if I use the LoadSprite() function in the Tier 1 editor on a 64 x 64 PNG file, the sprite is created correctly. But if I use this function in Tier 2 (Visual Studio 2017, Windows 10) I end up with a sprite that is 64 x 42 (and the graphic has been shrunk, not clipped). If instead I do LoadImage() and then CreateSprite() from that image, the debugger tells me that the image object is 64 x 64 but I still end up with a 64 x 42 sprite. If I create a memblock by hand, create an image from the memblock, and then create a sprite, the sprite is correct at 64 x 64. Has anyone seen similar behavior, and if so, how can it be corrected?
Goo Goo G\'Joob!