HellMax's Forum Posts

  • newt

    First of all, thanks for paying attention.

    1. The "camera" object to which the ScrollTo is done is only located on integer positions, but flickering still occurs on some scales. Is there a way to make it "more integer"

    2. Did I get it right that the existence of render lines depends on window size? (if letterbox scale is used?)

  • newt

    And why, again, Construct is drawing lines between whole points if i've got Pixel rounding on?

  • newt

    First of all, its placeholder so that the real ones wont get stolen. Exactly the same happens on real sprites. Are you suggesting that the fix would be not to use one pixel lines and make every line fatter? Thats a bit weird and limits visual design quite a bit

    Second of all, how would you explain same lines appearing of the grass, where there are no 1 pixel lines?

    (Thank you for spotting the source of the problem tho)

  • Here is a preview of what I mean. The tank sprite seen in the video has an angle of exactly 0 and is slightly downscaled (although same thing happens on non-downscaled sprites, such as the TiledBackground object)

    Please can someone tell me how to get rid (or at least minimize) this when using point sampling?

    r245

  • Greetings!

    I have a game in which a zoomin option is an essencial feature. Naturally, to ensure zoom in linear sampling, you'd have to make all sprite texture size in game x3-x4 times the actual sprite size. The only problem here is the resulting flickering :

    https://www.youtube.com/watch?v=FeHs1od7e8g

    Previewed on NWjs preview.

    Thanks for any help in advance.

  • Recorded another video :

    The object is not rotated, the camera scrolls to an object (which falls under pixel rounding hence is also only on integers). Scirra, why is this happening?

    Perhaps it is my fault but, if so, please tell me what should I do to remove the lines that have been ruining my game for a month.

    Thank you in advance.

  • Furthermore, I've noticed that still downscaled sprites flicker even with Linear sampling (during camera movement).

    How do I remove that aswell?

  • Testing on 0 rotation and through "Move forward 1 pixel" + having turned off pixel rounding, I still get lines and flickering on my sprite. (No change with pixel rounding either, lines that situated 90 degrees against movement direction flicker so bad)

    What am I doing wrong? Does the sprite need a bigger/smaller resolution? (Current is 255x111 for a 1280x720 screen size)

  • Greetings! I thought I'd just provided the full story instead of posting bits here and there.

    I am making a game, where there are approx 100x200 pixely sprites, TiledBackground etc. Sprites (being cars) move with Physics behaviour. Zoom mechanic is vital, as well as 360 rotations. I have done tons of experimenting with both sampling options, and both make the game unplayable.

    Linear samlpling makes everything look blurry, both on zoom and w/o one. I can decrease the blurryness of the sprites by making them x4 times bigger and then downscaling, but then the TiledBackground is still really really bad on zoom, and that can not be fixed. (Unless you make it 20,000x20,000 and then downcale the layer x4 times, but that is performance heavy and messes up scrolling + everything looks floaty)

    Point sampling just looks bad. It is incredibly crisp and good, yet even moving the sprites 1pixel per second without any rotation results in weird flickering and lines all over the sprite, even when it isn't rotated the slightest. Pixel rounding in this case makes movement incredibly jerky, and the games looks like its 20FPS.

    Thus, game is made unplayable by both sampling options. Please help, if someone knows how :/

    P.S.

    Limited success was reached through Letterbox integer scale, although that makes the game not display properly on 90% of displays. (I am making a PC game, not a flash one, hence that is quite a drawback)

  • Any help would be lovely

  • In my project, there is an (invisible) physics body which does the movement etc.

    Textures on top of it are pinned to it through

    #Every tick ---> set X to floor(phybody.X)#

    *floor() is used because I use point sampling, thus I need the visible bodies to be on int pixels

    The problem here is that the Physics body does it's fair share of vibrating 0.5 pixels back and forth, thus causing vibrations on the visible texture. Is there a simple algorithm to make it ignore 0.5-1 pixel movement back and forth, and only move 2+ pixels? Math isn't my greatest strenght, so please help.

    Thanks in advance.

  • FIXED with turning "Unbound scrolling" to yes.

    Although now you have to make 1billion events preventing the player to see outside the layout but ://///// thats the only way.

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  • That is actually marvelous and works great. Cheers!

    The only trouble is that the less the layer 0 scale is, the faster the camera starts moving to the left from the "ScrollTo" object, eventually leaving it out of sight. That does not happen on your provided capx; but it does on mine. Any ideas on what could possibly be the cause?

  • That is a lovely start; thanks, although there seem to be several problems that I cannot fix :

    1. If I make the "Sprite" object move, it looks like it is floating above the background and is not touchning it. Such a view is only suitable for ye olde space shooter games. Thus comes the fact that downscaling the background like this messes up parralax

    2. On top of that --> when this is enabled, my ScrollTo behaviour messes up and stays in layout centre until the car with ScrollTo actually drives itself up to the cam. Then it works.

    Any assistance much appreciated, thank ye.

  • Hello!

    I have a pixely game made with zooming in mind.

    Since point sampling produces weird line like effect on everything when it's even slightly rotated; I have to work around this - make all sprites x4 bigger - thus they look good from faraway AND in zoom.

    But Tilemap on the background looks blurry on zoom; since you can not add 1000x1000 tile and display it as a 100x100.

    Please tell me whether there is a work around or is it time to put my 3 month work into the dump because of this?