MultipleChoice's Forum Posts

  • 960x640 is according to the tutorial a screen size, which fits into all other devices. So if you fill that out with 480x320 graphics, scaled up by 2x in your game preferably, to avoid the described zooming issue, you will have an output of 960x640 on 100% with least possible black bars. Thats my advice

  • :

    First take a look at this. https://www.scirra.com/tutorials/998/sc ... for-mobile

    Still, with pixel rounded-retro games, you have to do integer scaling, otherwise it wont work properly. There are some games like that, but they look awful.

    I had a similar problem, and since the scaling does not work properly on all devices (especially macs tend not to zoom in 200% or 400%, just 100%, thus staying really small on the Screen), my advice would be to scale up your game actually to like 400%, and let it scale DOWN instead. The data stays the same size, but the zoom-issue should be solved. Of course, only, if you want to have integer scale...

  • Ashley : Thanks.

  • :Thanks, but actualy it still does, just rarely and less noticeable, since the cam is smoother. Essentially I am looking for a way to eliminate the platform jittering completely.

    So all the examples are just extreme, to point out the problem. No matter, what I do, sometimes the player-sprite snaps 1 px up sometimes, when stopping on the floor.

  • Hello, once again, since I had no reaction at all to my previous post:

    I have jittering issue aswell, but related to the platform behavior. PLEASE TAKE A LOOK, IT MIGHT BE RELATED, possibly providing some hints to the cause of the jittering/jerking-problem.

    I have experienced this since I use Construct 168, and it has been always there. (Eventually, I manage to get a smoother platform movement, but I don't know exactly how... also never 100% smooth, which is annoying.) In this example case, it is just a plain platform behavior inserted, and pixel rounding turned on. (Please note: the cam-scroll is not important, it also happens to the platform object, when the cam is not following it.)

    http://www.exitthegame.eu/test

    I have tested it on different PCs and Macs, all with the same jittering result, in Chrome, IE (11), FF, Safari. This also happens, when exported via Web-Nod.

    Oddly, sometimes the shaking/jittering is horizontal, sometimes vertical, but always there.

    Do you experience a shake there? If not, here is a video of what I mean: https://dl.dropboxusercontent.com/u/297 ... truct2.rar

    Also the file test.capx is attached below.

    One more thing to add: when I add PlatformSprite > Set position to (round(self.X, self.Y), the platform object is always snapping one pixel down and right, when I press any platform controlling buttons. When I release them, the platform snaps back 1 px to -x and -y. You would expect it not to do that at all, since rounding of X should not be influenced by moving only Vertically and so on. See test-rounding.capx This is important, since the same effect might cause the Platform shaking in the other example, since pixel rounding is on (meaning that the displayed sprite is at a rounded position, whereas in my example I also round the object itself to a rounded position, which seems to soften the shaking, but still not working properly, as described.)

    Since the effect seems to be very similar, I think it could be very related...

  • cacotigon yeah, its very strange...

    I tried it on other systems aswell, I have experienced the jittering/shaking everywhere, but sometimes horizontally, when moving L/R.

    Oddly, sometimes it is vertically, when jumping up & down (like in the screen capturing I recorded).

    So I still think it might be related.

    Anybody any idea?

  • Magistross : sorry, bad choice of words, it is not a behavior in construct 2-s sence <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> so yes, it is solved that way.

    But it is strange, that not everyone has this problem, it seems.

    cacotigon : oddly enough, I visited a friend with OsX and prepared the browser version below. There we tried Firefox and Safari, both producing the same issue...

    Now it would be interesting now to know, if you encounter the problem here:

    http://www.exitthegame.eu/test

  • Here is a related issue I have in another thread,

    viewtopic.php?f=151&t=122834

    It is likely to be related. Here is the captured movie of the platform starting to jitter, when pixel rounding is turned on in the second part of the movie (also repeated in slow motion).

    https://dl.dropboxusercontent.com/u/297 ... truct2.rar

    Ashley Please take a look, this has been ever since I use Construct 2, around v.162. Now using v195, still there, always has been. In Chrome, Firefox, IE, yes, also v 11. Web-Nod does not seem to help either. Sometimes some stuff seems to help, to get it less disturbing, but it never got perfect. (Also, I have no idea, what exactly makes it occur less <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> )

  • Here is a movie captured of the phenomenon: https://dl.dropboxusercontent.com/u/297 ... truct2.rar

    Please help!

  • cacotigon Appreciate your support man <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Here is the video: https://dl.dropboxusercontent.com/u/297 ... truct2.rar

    I also saw those threads, but none seemed to handle platform behavior, very similar though. I am going to post the video also there, it indeed seems related.

    You can see how the platform starts jittering AFTER I turn PIXELROUNDING ON, in the second half of the movie. I even did a slowmo of it at the very end.

    Magistross : Please take a look, you might know something about this. Thank you!

  • Hey, cacotigon ,

    As I wrote, it is related to the "pixel rounding = on" setting. Sampling does not matter. If pixel rounding is off, that makes it go away. But I need pixel rounding on for pixel style games... I also started a bug report-thread, let's see, what comes back.

    So the problem is not the ScrollTo itself, but the platform object is jittering/shaking as described, causing the cam also to shake, when ScrollTo target is the Platform object.

    So I don't want to smooth the camera at all, but the platform object-movement should be smooth. The problem is just more obvious to see, if the came also shakes with the platform object.

  • First, I am looking for an explanation, why the standard platform behavior causes the 1 px shaking, as described.

    Second, I would like to get rid of it I wish it would just work as expected, moving steady and smooth to different direction.

    So mostly, since every time I start a platform I face this problem, I would like to have an explanation, to know if and how I can avoid this problem in the future.

    I tried the "round" function, because since "pixel rounding" is on, its obvious, that the platform's sprite has to be displayed at a certain rounded position, which might not work perfect. But It seems to make it worse, so my suspicion is a rounding issue in Construct 2. This maybe a bug, but maybe due to a mathematical problem.

    Do you experience these problems at all? In your own experience? With my example files, any of those?

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  • Problem Description

    Hi, this might be a bug.

    I encounter this problem every time, I try to make a platformer. As soon as I turn "pixel rounding" on, the platform is sometimes indecisive with the position of the sprite. It seems not to round down/up consequently (at the 0.5 threshold) between values thus causing the platform-sprite to shake between X Y and X+1 and Y+1.

    test_example.capx

    This is very simple and basic, just a platform behavior with scroll to the sprite object. Note how the spite and cam is shaking 1 px to any direction, when jumping or moving. Is there maybe a rounding bug causing this?

    In my understanding, when "pixel rounding" is on, means - as you wrote in previous bug reports - that the drawn sprite (but not the object itself) is (displayed) at a rounded position. If the object position does not change, the displayed position still can vary, if rounding is not consequently deciding at a certain threshold.

    test_round.capx

    To visualize that further, the second example is with round(x,y) on both, the cam, and the object. As you can see, the object is floating 1px above the ground. As soon as you move horizontally, it drops 1px touching down.

    Is there maybe a rounding bug? In my understanding, when pixel rounding is on, means - as you wrote in previous bug reports - that the drawn sprite (but not the object itself) is (displayed) at a rounded position. Is this then maybe related to the same not consequently rounding-error?

    No matter, what I do, there is always a little unwanted shake on the platform object.

    Steps to Reproduce Bug

    • See test_example if you experience the shaking
    • See test_round.capx to definitely see the described effect/problem

    Observed Result

    Platformer is shakin 1 px X and Y direction (in both files, the second is more obvious)

    Expected Result

    Platform object movement and scrolling should be without any shakes. No changes of Y, if moving horizontally on floor.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Internet Explorer 11: YES

    Safari (MacOs): YES

    Operating System and Service Pack

    ____ Windows 7 64x SP1 ____

    Construct 2 Version ID

    ____ Stable v. 190 (64bit) ____

    also tried 194 (64bit) beta and 194.2 (64bit) beta, and I already have that problem since v 168 or something, since I use construct 2

  • I also did another test with rounding the sprite position, but that has a strange effect. The platform now is 1 px above the ground, if you don't touch the arrow buttons. As soon, as you move HORIZONTALLY, the platform object snaps 1 px down on X, touching the ground.

    Is this maybe a rounding bug altogether? (Also when I'm not rounding, a similar effect happens to my platform, which should be drawn at a rounded X/Y position.)

    See here:

  • Thanks guys!

    cacotigon

    Unfortunatly it does not solve the problem. It is rather based on the pixel-rounding adjustment, which does not seem to work properly. It looks, like the moved sprite is not rounding first down, then up, between two whole number as it is expected, thus causing the platform sprite and the camera shake back and forth 1 px on both, X and Y axis.

    Good approach. The lerp movement causes combined with pixel rounding a better, but still uncool effect though. At the end of the movement when the values are less than a pixel. It looks also a bit odd, like jumping, since 1 px is too big for the last steps of the ease, and it takes ages before the last pixels snap to the final value.

    In my experience it is better to use the sine-behavior, if possible of course, since it is behaving with pixel rounding a bit smoother, the movement being less eased, I guess. But this is obvious, and not the problem at all.

    I already tried Scroll to ROUND(Sprite.X, Sprite.Y), which works for the cam itself. But the "Sprite"-platform itself is still not rounded properly and shaking

    It seems, like a pixel rounding-bug in the platform behavior.