BuddytheRat's Forum Posts

  • 8 posts
  • > I see, even if you work all of them in one canvas, you still have to cut them and save them individually.

    > That was what I wasn't getting.

    >

    > Thanks!

    >

    Yeah it's a bit of a pain in the butt... though not as much as drawing all those frames one by one!

    GraphicsGale is the program I use for all my animating. You can create animation frames directly in the program, see your animation working as you work on it, view them overlapped with each other via onion skinning, and then, to top it all off, you can then export each frame as individual image files with just a couple of clicks. Hands down the best program for pixel art/animation I've ever used, and you can buy it online for just about 20 bucks.

  • Can you post a .cap file reproducing this?

    I think I couldn't reproduce it on my 8800 GT last time this was reported, and last time I decided it might have been an issue with drivers. Try updating your graphics card drivers and see if that helps.

    Deadeye already posted a cap file but here is mine, anyways:

    http://www.perryhome.com/nathan/construct/tiledbackgroundglitch.cap

    Right click -> Save as.. please

    I think the effect in my game is way more prevalent than in deadeye's, so hopefully this will help you.

    My graphics card is an ATI Radeon HD 4850, and I updated my graphics drivers two days ago.

    Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.

    It looks to me like it is messing up specifically where separate tiled background objects are touching eachother.

  • I figured this might be better off in it's own thread, so here goes:

    I am trying to use zoom to enlarge the window size of my low res game, with odd results. This is the second project I have started and have had this problem with.

    Here is the game as seen at it's normal resolution of 320 x 240:

    <img src="http://perryhome.com/nathan/images/Nozoom.png">

    And then, with the app window set to 640 x 480 and a 200% zoom applied to the level:

    <img src="http://perryhome.com/nathan/images/Zoom.png">

    It looks like a problem with the tiling background showing a single pixel line too much, but there's also a really weird diagonal line of messed up pixels if you can spot it. (It helps if you zoom in. It's in the dirt tiles on the higher platform.)

    Any ideas? Could this be a bug with construct? Thanks ahead of time for the help.

  • What's wrong with the screenshot you posted? I don't know what it's meant to look like, so maybe some comparisons?

    Ah sorry. The floor and ceiling should just be white blocks with a black two pixel border. If you look closely on the bottom there is a little bit of blurring between the black and the blue background, and the top, well it's just all sorts of messed up.

    You could also try just using unbounded scrolling and setting your own limits manually (eg. ScrollX < 0: scroll to X = 0 etc). That might be a bit easier to set up.

    The main problem with using unbounded scrolling is that my game needs to have zelda like scrolling. (Where the screen doesn't move until you are at the edge, and then it freezes the action to scroll over to the next sector.) This is useful advice nonetheless which I might use in later games.

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  • Well I've tried the zoom, and gave it added boundaries as you said, but it's not quite perfect. I could probably change then numbers a bit to fix that, but it's giving me other problems as well. The tiled background I was using as floor and ceiling looks messed up now.

    <img src="http://perryhome.com/nathan/images/screeny1.png">

    Notice the strange blur on the tiles on the bottom, and I can't even explain what is going on up above. Any idea why it's doing that?

    The problems with Direct X are really unfortunate. I am trying my hardest to avoid making all of my graphics 2x the size. That might work for my current project, since the graphics are minimalistic, but for future projects this might be the deal breaker that sends me back to struggling with MMF.

  • For 320x200 scaled up, you will need an extra 160 pixels at the top and bottom of your layouts, and an extra 100 pixels on either side, to make a buffer of sorts. Otherwise those areas won't be visible when you zoom in. But this will respect point filtering.

    So, what's the math involved in reaching those numbers? Right now the resolution of my game is 320 x 240. I COULD make it smaller but the more space the better for my purposes, and I might end up making it wider.

    What is the likelihood that this problem will be addressed in later versions of Construct? Should probably write up a request or something.

    Thanks for the help! I'll much around with what you said and see if I can figure out the numbers on my own.

  • 1. Hold down control and use the mouse wheel to zoom in.

    2. Set the window size to 320x240, but at the start of the layout, using the window object, set the window size to 640x480. That should double the size.

    Hope that helps.

    Thank you thank you thank you! One problem though.

    When I resize the window (to 640 x 480, exactly two times the size of the game) it kind of blurs the pixels, which totally ruins the retroness. Any way around this?

    Edit: Oh and yes, sampling is set to point in case you were wondering.

  • Two small issues I have grown tired of trying to figure out on my own:

    1) Layout View Zoom?

    Is it possible to zoom in while in the layout view? I am making/prefer to make games in a low resolution (320 x 240 usually) to get that more retro feel, and it is much nicer to work in that resolution if I can zoom in. Is this feature available currently? How do I use it?

    2) Window Resolution?

    As said before I like to make games at smaller resolutions. So, say I have a game that has a res of 320 x 240, and I want it to run in a window, BUT, I want the window to have a resolution of twice that size, and have the game stretch to fit. I cannot for the life of me find any options that let me do this, but surely it must be doable? If so, how?

    Thanks ahead of time!

  • 8 posts