Construct 2 SpriteFont - Always glitchy for me?

Discussion and feedback on Construct 2

Post » Sat Oct 26, 2013 9:32 pm

Thanks for the reply Ash.

Pixel rounding makes no difference, but switching from letterbox scaling to letterbox integer scaling fixes the issue.

However, I was hoping to be able to use letterbox scaling without integer, since I don't want any letterboxing.

In other words, is there a way to fix the glitch when using integer scaling?

Thanks again.
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Post » Sun Oct 27, 2013 12:38 pm

I'm not sure I understand. Why would you want to fix the glitch when using integer scaling? Didn't you say it's fixed already that way?
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Post » Sun Oct 27, 2013 1:11 pm

I'm surprised that Bolosaur said letterbox integer scaling would solve the issue. It definitely doesn't for me. However activating pixel rounding did indeed fix it, but of course that results in jerky movement and scrolling. So it's not a viable solution.

In any case I would regard this as a glitch, since the spritefont is showing parts of a character it isn't supposed to. Not sure if this can be helped or if it's just the way the spritefont is achieved that naturally results in this unwanted behavior.

I assume arranging the characters differently in the spritesheet with empty space to the left and right might help. Or I will just have to go back for now to using a regular sprite and some events, which is easy enough. But definitely not as handy.
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Post » Sun Oct 27, 2013 2:42 pm

Edge fringing or "bleeding" is a normal result in computer graphics when using floating point positioning or scaling, and is not at all specific to Construct 2. It's important to ensure your sprite sheet has at least one transparent pixel between characters to ensure that bleeding does not occur.
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Post » Wed Oct 30, 2013 12:49 am

@Ashley

Sorry, my last post didn't make much sense. I meant to say that I'd like for the SpriteFont plugin to work with full fluid letterbox scaling rather than integer scaling. Integer scaling creates a lot of letterboxing, which unfortunately completely ruins the immersion that I'm trying to create with my project. At the same time I also need to be able to use a bitmap font since system fonts are too volatile.

Any chance of seeing a fix for this bug anytime soon?

EDIT:

[QUOTE=Ashley] Edge fringing or "bleeding" is a normal result in computer graphics when using floating point positioning or scaling, and is not at all specific to Construct 2. It's important to ensure your sprite sheet has at least one transparent pixel between characters to ensure that bleeding does not occur.[/QUOTE]
I've actually played around a lot with this glitch since it has existed for quite some time, and even attempted to add a ridiculous amount of spacing in the bitmap font sheet as you suggested, but unfortunately this doesn't fix the problem. The glitch will appear no matter what. :-/bolosaur2013-10-30 00:51:06
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Post » Wed Oct 30, 2013 2:46 am

I've had this problem happen to me when exporting to Node-Webkit, but the issue was that the bundled DirectX wasn't installed. After installing it, it worked just fine.
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Post » Fri Nov 08, 2013 6:16 pm

Bump.
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Post » Fri Nov 08, 2013 6:19 pm

It's not a glitch or bug, it's a normal result in computer graphics. Use a transparent background with transparent spaces between each character, or letterbox integer scale, and it should be fine.
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Post » Sat Nov 09, 2013 1:31 am

Make sure your font does not touch the edges of the cell. one pixel spacing on all sides. It should fix it, because I had the same problem. If this does not explain it, then send me the font and i'll correct it for you as an example.PixelPalette2013-11-09 01:33:05
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Post » Sun Nov 10, 2013 9:50 am

@Ashley I'm already using transparent background and transparent spaces between each character. You can see it yourself when looking at the fontset image I just pasted. It seems that it's not working as you are suggesting. :-/
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