HellMax's Forum Posts

  • That's a very interesting note ... I definitely will test on other computers before asking any further questions...

    (I assume you've tested on the farthest possible zoomout, since that's where flickering reaches the point of unplayability. Its not as bad without the zoomout.)

    I'll try to provide footage of what renders on my screen in HD in a bit...

  • c3p file - https://helldeveloper.weebly.com/uploads/6/0/6/6/6066363/render.c3p

    Try to fiddle with zoom on the project (mouse wheel)

    The farther the zoom the worse the Tilemap renders.

    How do I fix this? Its incredibly flickery to the point of unplayability.

    Thank you in advance

  • Thank you, I'll go and improve the bug article.

    UPD :

    btw, same weird render is present in C3 aswell.

    TiledBackground is blurry when zoomed out but is correctly rendered on movement , but TileMap is crisp but badly rendered on movement .Thats a bit ridiculous.

  • No amount of alteration to the project seems to help.

    Everything suggest that this is a C2 bug, yet my post on Bugrep is being ignored.

    What do I do? I can't proceed on my project and I'm wasting time sitting around.

  • It's most likely your map/ settings.

    Maybe try finding some example capx with a tilemap someone else has posted and test.

    have submitted a bug rep. could you please check out my project and tell me what's the problem?

  • UPD : Excuse me for being dumb and sending the .caproj instead of .capx. Has been fixed.

    Problem Description

    When layout is zoomed out, TileMap object renders differently from TileBackground - it's much more flickery and less smooth.

    Attach a Capx

    https://helldeveloper.weebly.com/uploads/6/0/6/6/6066363/tilemapbug.capx

    Description of Capx

    Press SPACE to move.

    On the left there is TileBackground, looking good.

    On the right there is TileMap, looking fiddly.

    Steps to Reproduce Bug

    • Zoom out the layout
    • Move the sprite which has a ScrollTo behaviour

    Observed Result

    TileMap looks awful now.

    Expected Result

    TileMap looks as smooth as TileBackground

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r250

  • The texture, not the camera.

    Tilemap is unrotatable, thus the only way is to rotate the layout.

    The interesting thing to note is that normal sprites (as oppose to Tilemap) experience no trouble and no flicker. Is this a bug in Construct?

    UPD : FURTHERMORE normal TiledBackground works excellent aswell. The only thing producing flickering is Tilemap object. Do I need to report a bug?

  • Sure.

    The repeating textures of your tiled background forms lines because it follows a regular pattern, like the same color pixel at every 10th position on the x axis.

    To deal with this make the texture larger, and more random.

    Or rotate the texture so that it doesn't match up with the horizontal, or vertical lines of a monitor.

    rotating the layout does not fix anything on zoomout farther than 0.5

  • You need to enable "high quality" full screen scaling to get the benefit of turning pixel rounding off.

    You normally would not want linear sampling on for pixel art games. Well it is an artistic choice but it is confusing the matter for now and is not related to what you want to achieve.

    To achieve what you want with those textures and if you want smooth panning and zooming / scaling pixel art you need

    pixel rounding off and

    high quality scaling on

    Point sampling would work great, unfortunately it breaks completely when used with zoomout or letterbox scaling; and the effect looks even worse than the one presented above.

    Still no solution, but I've got some data. There seems to be an odd pattern between zoom and flicker&blur, check out (notice how 0.5 is the best performing zoomout) :

    *flickering lines and blur is rated on an abstract 0-4 scale based on my visual input when looking at one TiledBackground object.

  • Your textures create patterns of lines, those lines fall into cracks aka sub pixel placement.

    So.. don't have lines, and don't set positions to places with decimals.

    Note pixel rounding helps, but it doesn't cover everything, like the scrollx, scrolly.

    These are the pratfalls of game development, all engines face.

    could you please elaborate how do i "not have lines" ?

    will try to make everything on integer positions, including scrolls :/

    the thing here is is that for my game to be playable I gotta have it at 0.4 zoom all the time. Is that the possible cause? Because the zoomout feature is an essencial one

  • Please help; the resulting game is unpublishable due to this.

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    <- updated HD video

    UPD :

    Subscribe to Construct videos now

    (showing that suggested fix of rotation TileMap does nothing to fix the problem)

    The situation is described by the video above. I am using Linear sampling w/o pixel rounding (enabling PR doesn't change much). I very much doubt that that's how it's supposed to be. Not only the background is absolutely unusable for a game project; but also simple Solid objects seem to jump back and forth a pixel. Actually what?

    P.S. Camera handling

    (removing lerp doesn't change much either)

  • Okay, here's what Im talking about.

    Situation 1 - scale 1, rotation 0. Looks slick af.

    Situation 2- zoomed out and magnified with WM. How come the background gets nicely pixelated while the Sprite gets blurry?

    Please help, game relies heavily on zoomout.

  • Furthermore, I'm not only talking about borders

    The whole sprite looks as though a "Blur" filter has been applied on top, whether its rotated or zoomed out. Looks really bad. Please explain how to avoid :/

    You mean when its rotated?

    When it's zoomed out.

  • newt

    How come the background doesn't get blurred so bad?