HellMax's Recent Forum Activity

  • 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?

  • Okay, thanks for such a strong reply.

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  • 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)

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HellMax

Member since 3 Jan, 2013

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