Everything flickers when camera moves?

Discussion and feedback on Construct 2

Post » Mon Oct 30, 2017 7:49 pm

https://www.youtube.com/watch?v=RuDGb7XrN5M <- updated HD video

UPD : https://www.youtube.com/watch?v=rjiXd2Ya6f4 (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
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(removing lerp doesn't change much either)
Last edited by HellMax on Sun Jan 07, 2018 10:14 pm, edited 4 times in total.
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Post » Wed Nov 01, 2017 7:43 pm

Please help; the resulting game is unpublishable due to this.
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Post » Wed Nov 01, 2017 9:25 pm

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.
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Post » Thu Nov 02, 2017 3:55 am

Try pixel rounding + Letterbox Integer Scale
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Post » Fri Nov 03, 2017 9:43 pm

You need to enable "high quality" full screen scaling to get the benefit of turning pixel rounding off.

You normally would not want linear sampling on for pixel art games. Well it is an artistic choice but it is confusing the matter for now and is not related to what you want to achieve.

To achieve what you want with those textures and if you want smooth panning and zooming / scaling pixel art you need
pixel rounding off and
high quality scaling on
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Post » Sun Nov 26, 2017 9:20 pm

newt wrote: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" :D ?
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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Post » Sun Nov 26, 2017 9:35 pm

Sure.
The repeating textures of your tiled background forms lines because it follows a regular pattern, like the same color pixel at every 10th position on the x axis.
To deal with this make the texture larger, and more random.
Or rotate the texture so that it doesn't match up with the horizontal, or vertical lines of a monitor.
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Post » Wed Jan 03, 2018 3:51 pm

NetOne wrote:You need to enable "high quality" full screen scaling to get the benefit of turning pixel rounding off.

You normally would not want linear sampling on for pixel art games. Well it is an artistic choice but it is confusing the matter for now and is not related to what you want to achieve.

To achieve what you want with those textures and if you want smooth panning and zooming / scaling pixel art you need
pixel rounding off and
high quality scaling on


Point sampling would work great, unfortunately it breaks completely when used with zoomout or letterbox scaling; and the effect looks even worse than the one presented above.

Still no solution, but I've got some data. There seems to be an odd pattern between zoom and flicker&blur, check out (notice how 0.5 is the best performing zoomout) :
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*flickering lines and blur is rated on an abstract 0-4 scale based on my visual input when looking at one TiledBackground object.
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Post » Wed Jan 03, 2018 4:45 pm

newt wrote:Sure.
The repeating textures of your tiled background forms lines because it follows a regular pattern, like the same color pixel at every 10th position on the x axis.
To deal with this make the texture larger, and more random.
Or rotate the texture so that it doesn't match up with the horizontal, or vertical lines of a monitor.


https://www.youtube.com/watch?v=rjiXd2Ya6f4
rotating the layout does not fix anything on zoomout farther than 0.5 :cry:
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Post » Wed Jan 03, 2018 5:17 pm

The texture, not the camera.
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