Blurry retro graphics

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Post » Tue Mar 05, 2013 10:04 am

hi people,

i'm trying to make a retro style game and i use retro template but sprite becomes blurry when moving. i can't share a screenshot because it looks perfect in screenshot.


below is the capx file. you can see it yourself.

https://dl.dropbox.com/u/87325929/barbaros32x32.capx
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Post » Tue Mar 05, 2013 10:27 am

I think I see what you mean, but isn't that just the effect you get on older monitors, sometimes called "ghosting"? It would probably look worse on laptops.

I think the blurry-ness is lessened by reducing his speed.

Also I don't know if it was intentional but there's really no need for a separate / pegged player object.

See here:

http://dl.dropbox.com/u/116137178/Help/HelpWithPlatform.capx

I got rid of the player object and fixed some of your animation (it was jerky because you had bounding box different on different frames of "running").
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Post » Tue Mar 05, 2013 10:42 am

thanks silkc2

i tried to reduce the speed but nothing changed. and maybe you're right because i am using a laptop nearly 2 years old. so you say that won't be a problem on newer monitors?

thanks for animation too. but you really think no need for player object? is it because graphics are already blocky enough?
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Post » Tue Mar 05, 2013 11:49 am

i checked your version and on landed, poor little barbarossa starts to trembling continuously :)

i think i still need a player object to avoid such bugs.
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Post » Tue Mar 05, 2013 12:29 pm

On my work monitor it's a barely noticeable blur. I will try on my fancy gaming monitor at home tonight & let you know.

I haven't used a separate player object in any of my games.. just check your bounding boxes are correct (on each animation frame they must be the same too).

e.g. I can see on the "stand" animation the bounding box isn't on the bottom of the frame, where his feet are. So this causes the wobbling.

Using a separate player object to peg to was hiding the real problem.

I've saved over the file so you can check the link again to see what I mean. He is now smooth. :)
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Post » Tue Mar 05, 2013 1:37 pm

thanks again for your help :)
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Post » Tue Mar 05, 2013 8:01 pm

@ebrar - did you try turning on 'Point sampling' rather than 'Linear sampling' in the project properties? You might also want to see if 'Pixel Rounding' makes a difference. I noticed a massive improvement in the Retro look when using 'Pixel Rounding' and 'Point sampling'.
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Post » Tue Mar 05, 2013 8:46 pm

@space ape, thanks but point sampling and pixel rounding are by default on if you use retro template.
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Post » Tue Mar 05, 2013 9:01 pm

One thing that I noticed is that a stark white background really accentuates any blurriness caused by sprite movement. Unless you plan on having a white bg in the final product, perhaps change that first?
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Post » Wed Mar 06, 2013 11:51 am

@cincipon, i tried your tip and it makes the blurriness a little less noticable but i think nothing changed in fact (as you mean i think). maybe the monitor theory of @silkc2 is true.

thanks anyway. i don't plan to keep the white bg by the way.

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