LunchPixel's Forum Posts

  • 8 posts
  • christina Thank you! Knocking that pixel off seems to work just fine, that'll do me for now. I can't open up that capx as I'm not running the latest beta (and it just failed to download twice in a row, my connection has been poopy all weekend so I'll take another look later today). Should I be aiming for odd numbers in my dimensions? I've been loosely sticking to multiples of 8 just out of habit, hence why all my tiles are 16x16..

    Also wow always impressed with how helpful everyone is here on these forums, thank you all of you who've been looking into this. Hopefully somewhere down the line I'll have a game for you all to try.

  • Might as well, if it could help. Here's the whole thing.

    dl.dropboxusercontent.com/u/58256916/Test/MQCX.capx

  • Hummm. Currently considering giving up, removing camera movement entirely, and having single screen maps, zelda style. I guess that's the fallback plan. Have messed around with some of these ideas but without much luck. I guess upscaling all the art externally to a higher resolution would make the issues far less visible, but that seems like a silly way to do things. A large part of the issue is that because the player sprite is made up of several components, the individual pieces end up disjointed from each other on random frames, so some of these solutions might otherwise work, but not here. Looking at "most acceptable alternative" for now, since it looks like I won't be able to get things exactly perfect without considerable effort.

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  • superdbop dl.dropboxusercontent.com/u/58256916/PRSC.png

    I should probably have shown this from the start, there's a lot going on there. The player is split into multiple pieces that can be switched out or animated independantly (try attacking while running/jumping) and the outlines are also separated on a different layer to prevent certain overlaps. I also shuffle the layers a little during some animations. Ummm. This project was supposed to be an attempt at doing something less needlessly complicated than my usual fare, go figure. You might be interested to see the last thing I was playing around with, which also roughly uses the GB limitations (except scaled to the nearest even fit for 1080p), I never noticed these issues here but then it's also much simpler, maybe I'm just trying to do too much.

    dl.dropboxusercontent.com/u/58256916/Test/GBNew/index.html

    I also tried a similar thing with all the art pre-scaled to 4x size, which seemed to work a bit better. That might be the way to go?

    andreyin Thanks! I'm first and foremost an artist, so I worry about visual considerations before anything else.. hence my terrible OCD character setup~

  • Hey guys, have done some searching and seems like others are having similar issues to myself but I couldn't see a concise answer that applied to my situation, so apologies if I missed something obvious.

    I'm in the early stages of making a very low res platformer, and having troubles with pixel rounding. With it off, I get obvious visual artifacts on some of my sprites (some sort of texture wrap around?). If I turn it on, the visuals are fixed, but I get significant amounts of jitter around the player object. The player is an invisible hitbox with several sprites oriented to it (including the camera), and they appear to move slightly out of synch. Here are current builds with pixel rounding on/off:

    OFF

    dl.dropboxusercontent.com/u/58256916/Test/MiniQuestNPR/index.html

    ON

    dl.dropboxusercontent.com/u/58256916/Test/MiniQuestPR/index.html

    A+D to move, J+K for jump/attack

    Anyway feel like I'm probably missing something obvious here so much thanks in advance to anyone who takes the time to set me right.

  • Worked perfect, took me all of 10 seconds to fix.. really appreciate the help, first time doing anything like this so I was bound to miss something obvious sooner or later. Glad you like what I've done, soooo much more to come :)

  • Oh interesting, I had no idea that was happening. Cheers, figured I'd just overlooked something and it appears I was right.

  • Hey there. First post!

    Just picked up C2 and am learning as I go while I make a simple, gameboy-themed platformer. Things are mostly going fine but a couple problems have me stumped, and I couldn't seem to find anyone else mentioning these issues, which leads me to believe I am missing something obvious.

    Project: dl.dropbox.com/u/58256916/Test/GBPlatform/index.html

    Capx:

    dl.dropbox.com/u/58256916/Test/GBPlat.capx

    Many things here are incomplete or suboptimal, not looking for a full critique or anything, just advice on the problems described below. And please try not to overload my dropbox by using these links if you aren't planning on helping.

    1: Slopes. I am using the default platform and solid behaviors, with slopes at 45 degrees. The player collision sprite is a rectangle, and the slope has an invisible hitbox at full resolution (rather than the jaggy upscaled sprite you can see). As you will notice in my upload, the player regularly gets stuck when trying to travel up a slope, particularly if you stop part way up it. Turning pixel rounding on/off does not appear to make any difference.

    2. Moving platforms. The player sprite wobbles around a little when riding on it, and gets shunted a little in either direction when the platform turns. Not sure if this is just a quirk of the engine or something I can fix. The moving platform is a regular square with the solid and bullet behaviors.

    Much appreciation for anyone who takes the time to help me, and apologies if the information is already out there-I make an effort to find answers by myself but I could have overlooked it.

    Edit-A is jump.

  • 8 posts