HellMax's Recent Forum Activity

  • 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

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

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    <- updated HD video

    UPD :

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    (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?

  • Here's a table of my configs and situations.

    Situation 1 looking crisp; all good.

    Situation 2 the sprite is rotated by one angle and looks approx x3 times worse.

    Situation 3 the background (TileMap) got pixelated lovely, while my sprite got blurred out.

    (P.S. the Sprite image is upscaled x4 times than its ingame size to look good on zoom)

    Please, any tips on how to avoid this? I've tried Point Sampling,but it absolutely kills any attempt at resolution changes, hence the game == unplayable.

    Thanks in advance.

  • I was trying to go for slightly more realism (in cases of impact)

    Okay, i'll make a temp fix of making just one force - but if anyone has a solution - please provide it

  • http://helldeveloper.weebly.com/uploads/6/0/6/6/6066363/wtphysics.zip (project)

    I have made 2 symmetrical Image points on my sprites, and I am applying equal forces simultaneously to both (to move the Sprite like a car).

    Unfortunately, it keeps sliding to one side no matter how I move the image points. Please help, thanks

  • thanks, will try making dampening 0; although only for testing, since the situation needs the object to slow down in time :/

  • Greetings!

    I have a physical object (characteristics included); and I apply exactly 1 force to it every tick. Unfortunately, instead of getting a stable speed as a result, I get it jumping from 0 to 0.25. How do I make it stable (or at least more stable)

  • Say I have a tilemap with 30x30 tiles, but, I want the tiles to display as 20x20 size tiles (unless zoomed in to). Is there a special way to do this? A special tilemap_v2 addon?

    Thank you in advance.

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HellMax

Member since 3 Jan, 2013

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