Roccinio's Recent Forum Activity

  • it has nothing to do with cocoonjs. it has to do the way gpu renders pixels.i gave you above the solution.you pick what works best for you

    EDIT i am not sure if cocconjs supports any of the above so go with solution no 2 just to be sure

  • if you want tilemaps without seams you must select sampling to "point" and maybe pixel rounding to "on"

    but you will lose scrolling quality and some png's will look a lot worse than the one you exported from lets say photoshop.

    if you create 1px invisible border around every tile how will you tile them?

    the only other way to not have seams without using the above at least to my knowledge is to use your tilemaps as sprites with animation frames. read the tutorial from ashley about "basic platformer"

  • it has to do with sub pixel rendering vs integer gpu rendering.

  • newt

    lucid

    thank you both for your time and effort

    lucid i posted on a thread a few days back when i was trying to figure out what was going on with the seams thing and spriter and i will tell you what i told ashley.

    spriter is THE MOST important companion to c2 .i firmly believe that you two should team up,make it an officially supported extension and offer this as a standard feature for all future c2 releases.

    i know it is quite difficult for a novice in graphics arts and animation to get the hang of it at first but on more experienced hands it literally blows away most commercial game animations out there in a fraction of the time and all these with a drag n drop feature in c2!

    BUT for the time being you must plan ahead and iron out those core conflicting issues now instead of later,when it will be quite difficult to do so , since you'll be so deep inside your production circle .

    EDIT

    if there is a choice i would prefer that c2 would figure out a solution about us being able to keep linear sampling and pixel rounding to off while using spriter.the reason?i would hate to loose all this awesome detail while tweening real time if you had to adjust to c2 needs and not the other way around. it kind of defies the whole purpose of spriter that way.

  • newt

    thank you for your input but spriter animations are the backbone in my game so i will have to find a workaround since with pixel rounding to on they are getting destroyed.

  • thank you all for your invaluable information.

    my main problem right now is "conflicting technologies" if that makes any sense.

    without linear sampling i have the above problem and i have to re design a lot of stuff again in a trial and error manner which is counterproductive.i also face the problem of scrolling not being so smooth with 'point on'.

    on the other hand i use spriter animations that tween sub pixel and if i export with "pixel rounding on" then my tilemaps work without seems but my animations get destroyed and vice versa.

    so i am at a crossroad and i could use some advice from someone more experienced than i am to show me the way to salvation :p

    if i use my tilemaps the same way as ashley's tutorial (platformer for beginners) will i have seams with "sampling linear" and "pixel rounding off"?

    it will be more work for me to assign animation numbers for the correct tile but if this works i dont mind.

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  • anyone ? any thoughts ?

  • are you using pixel rounding to "on" ?

    if yes that is your problem since spriter tweens sub pixel and pixel rounding only in integer

  • asus t100

    best bang for your buck and you can actually use construct in there to change things on the go

  • as the title suggests does anyone know why when i import a PNG as a sprite 1 every approx 10 png's when point is enabled gets distorted (loses detail)?

    of course when i switch to linear it becomes perfect again.

    but my question is why not all PNG's behave the same way when imported with the same settings.for me at this point its random.i haven't been able to track down a pattern .

    what am i missing?

    https://www.dropbox.com/s/lqg1kao7s97o6 ... .28.20.png

    https://www.dropbox.com/s/ebdrhfqscieh1 ... .28.39.png

    zoom in and see the difference.

    one is not affected and the other is (web)

  • it has to do with the way you design the outlines in photoshop or the color pallet that you use vs your backdrops.

    very small lines and excessive detail don't work well with real time tweening or 2d animation in general.

    this is a very big topic and i do not know how experienced of a graphic artist you are but in general,

    creating games in a high level (not flappy bird) creates huge conflicts between technologies and you have to adapt in each and every new challenge that comes ahead.

  • cocconjs do not support layout by layout loading.this means that the second you fire up your game it loads all assets (from all levels even if you do not use most of them for the first one) to memory and most cell phones with less ram than 1gb are having a really difficult time loading a game like that.

    so your problem lies with your assets.

    use tilemaps

    make smaller pngs in size

    repeat assets

    READ ASHLEYS TUTORIAL ABOUT PERFORMANCE!

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Roccinio

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