HellMax's Forum Posts

  • Okay, thanks for such a strong reply.

  • I have a Physics block which is being pushed by a force to accelerate; and to deccelerate the force slowly goes down (linear damping == 4).

    [] <---

    But, since I have pixel rounding on (absolute necessity) it seems to flucktate back and forth a pixel when moving.

    Then, on top of it is added a texture sprite with an event of

    Set X : int(lerp(physics_obj.ImagePointX(0)))

    The aforementioned sprite flickers insanely on low speeds, but lerp seems to do the job removing flickering on higher speeds. P

    Please tell me how do I stop this, gets incredibly annoying.

  • Hello! Thank you for a quick reply.

    I would not mind the movement being a bit jittery and moving one pixel at a time (the way it's set up that the car can only have int as its position)

    I have a problem with weird lines going over my sprite as it moves; which should NOT occur on pixel rounding unless its bugged or I'm dumb.

  • Thats understandable and fairly logical.

    My question was whether immovable Physics object (with no movement occuring) are more of a strain for your system then, say, Solids?

  • Here's a video example of what am I talking about :

    I do believe that I might just be doing something wrong, so if someone could guide me to remove these stripes, please do. <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad">

    It puts a heavy strain onto players eyes and ruins my game.

    Thanks for any help in advance!

    UPD : Another video without rotation (Spoiler : flickering persisted)

    UPD : [!!!] To other nooby people like me, setting 'Fullscreen in Browser' to 'none' removes all lines. Odd that noone could tell me that before newt hinted that

  • Please help??

  • The key here, If someone wonders is to :

    1. Make a transparent object with Physics and simulate physics on it

    2. Your visible sprite and EVERY TICK set it's position to int(physics_obj.X) and int(physics_obj.Y)

    Hf

  • Greetings!

    I have a pixel art game which requires physics to move every object.

    Only problem that currently exists is that the movement on some speeds is very jerky (sometimes even moving back and forth a pixel during movement).

    Is there a way to convert physical velocity into round pixels to make the movement smooth or is there another workaround?

    Thank you in advance.

  • Yes, I am macking a pixel art game (though with physics and correct collisions)

    I am scaling the layout itself (+ layer 0 as you proposed)

  • But then grass just stays the same; and other sprites look floating in empty space.

    Also, what exactly is a "scale factor", because there are several scale properties in Construct.

    Although I might have misunderstood you, let me test smth and get back to you.

    UPDATE : Okay, although a genious idea; this does not work as well as you'd expect :

    1. Grass is too small and looks odd

    2. Everything now looks as in its floating on grass, not built on it (since grass's scale is now 0.5 when layout's scale is 1.0)

    Any way else? Point sampling does the job extremely well, but it results in weird flickering on anything that moves smoothly, which hurts the eyes.

    Other ideas?

  • I have a large map -> 10000,5000 <- with tiled grass all over it.

    The game I am making has a vital function of zooming in and out, and, while every other sprite can just have a much bigger resolution (and smaller sprite size then it's res) and look good both faraway and zoomed; you are unable to do such a thing with tiled background.

    How do I make so that the tiled background would not go blurry and ugly upon zooming into it?

    Thank you in advance.

  • The resolution is 16:9 1280x720; yet the sprite itself is quite small, only 78x177.

    Also, pixel rounding is disabled on the video I provided.

    I am not planning to run on mobile, only NWjs (the game is rather large) thus I need a solution regardless of mobile performance (thnx for warning tho). I will try a scaling filter

  • I'm making a game on NWjs ; with cars moving on Physics and Physics alone. Therefore, every single wall in game is a physics immovable (although every single wall is a copy of wall1, not wall2). Could it potentially bring about performance trouble? (Map is planned to be bigger than 100,000pix)

  • As a better indication of what I mean, here's a video

    [quote:3e3sskbg]https://www.youtube.com/watch?v=pByASN8guFc

    Notice the black lines going back and forth as if the renderer had trouble updating all of them at once.

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  • Enabling pixel rounding just makes it seem like it's horribly laggy.