Graphics problems with zoom feature

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  • I figured this might be better off in it's own thread, so here goes:

    I am trying to use zoom to enlarge the window size of my low res game, with odd results. This is the second project I have started and have had this problem with.

    Here is the game as seen at it's normal resolution of 320 x 240:

    <img src="http://perryhome.com/nathan/images/Nozoom.png">

    And then, with the app window set to 640 x 480 and a 200% zoom applied to the level:

    <img src="http://perryhome.com/nathan/images/Zoom.png">

    It looks like a problem with the tiling background showing a single pixel line too much, but there's also a really weird diagonal line of messed up pixels if you can spot it. (It helps if you zoom in. It's in the dirt tiles on the higher platform.)

    Any ideas? Could this be a bug with construct? Thanks ahead of time for the help.

  • Yeah, I still get this too. I found the bug report I posted back in February:

    http://sourceforge.net/tracker/index.ph ... id=1003219

    Looks like it's still open.

    Edit: Those .caps no longer work under the current build, but the problem still exists.

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  • Can you post a .cap file reproducing this?

    I think I couldn't reproduce it on my 8800 GT last time this was reported, and last time I decided it might have been an issue with drivers. Try updating your graphics card drivers and see if that helps.

  • Can you post a .cap file reproducing this?

    I think I couldn't reproduce it on my 8800 GT last time this was reported, and last time I decided it might have been an issue with drivers. Try updating your graphics card drivers and see if that helps.

    Okay, it turns out that I did need to update my graphics card drivers, so I updated, but that didn't help any. It's still happening.

    http://www.fileshack.us/get_file.php?id ... glitch.cap

    Instructions in the .cap. I even made a circles around the areas where the tiles separate, so you know exactly where to look.

    After you run it, try zooming the layer and you'll see that the effect gets even worse. That is, if you're able to reproduce it at all.

  • in a tech demo i did for a class, i tried allowing zoom out to see more of the field. but it would make my particles dissappear.

  • Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.

  • Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.

    i can't easily check because that code is long gone, but i was indeed using many tiled background objects so that could definitely be related. my problem was a bit different than the OP though.

  • Can you post a .cap file reproducing this?

    I think I couldn't reproduce it on my 8800 GT last time this was reported, and last time I decided it might have been an issue with drivers. Try updating your graphics card drivers and see if that helps.

    Deadeye already posted a cap file but here is mine, anyways:

    http://www.perryhome.com/nathan/construct/tiledbackgroundglitch.cap

    Right click -> Save as.. please

    I think the effect in my game is way more prevalent than in deadeye's, so hopefully this will help you.

    My graphics card is an ATI Radeon HD 4850, and I updated my graphics drivers two days ago.

    Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.

    It looks to me like it is messing up specifically where separate tiled background objects are touching eachother.

  • Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.

    Not just at the boundary between sprites and bg tiles, no... the edges of the bg tile objects themselves are just where the problem is most visible. If you have a bg tile all on it's own you might notice that it's sort of shifting around inside it's bounding box by about 1px. At least, I have.

    In the .caps I posted with the bug report (the ones that no longer work), the tiles were much smaller and you could see the entire tile shifting up and down (or left and right) much easier. It's like it can't render sub-pixel increments the same way as sprites or something so it's moving the contents to the next whole pixel. I think. I'm not super techy but that's what it appears to be doing to me.

    Edit:

    Hehe, conflicting reports itt... We've just teamed up to confuse the hell out of you Ash

  • So... is this being checked?

    Also, I've noticed that this glitch doesn't happen if the sampling is set to Point.

  • It does for me :/

  • I experience this glitch too. And it doesn't show up on any dev's comp? Bad luck :D

  • I get this problem on my laptop (nvidia GeForce 8400M G) AND my big computer (SLI GTX280's)... oh and my tech computer at work (GeForce FX5200 lol).

    ~Sol

  • I get this problem on my ding dong

    Chamber especially does it really bad for me. Even inside a large tile on it's own you can see the split between the texture separating:

    <img src="http://i34.tinypic.com/2iryhz.png">

    And that large gray area is all one bg tile, it's not even split up into separate tiles :/

  • > I get this problem on my ding dong

    >

    Chamber especially does it really bad for me. Even inside a large tile on it's own you can see the split between the texture separating:

    <img src="http://i34.tinypic.com/2iryhz.png">

    And that large gray area is all one bg tile, it's not even split up into separate tiles :/

    Nah it's smallish tiles... I think 256x256 or something, but it only does it vertically not horizontally. The background layer is larger, like 1000x1000 or something massive, and that does it as well. :S

    and LOL at ding dong xD

    OMAI DINGDONG IS TEH SPLITXXOR!

    ~Sol

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