Jagged edges in r152

Discussion and feedback on Construct 2

Post » Sun Dec 01, 2013 8:33 pm

@moxBorealis

They're individual sprites, not a tilemap. Also I didn't change any configuration settings between when the exported project looked the same as when previewed and it does now.
B
33
S
12
G
7
Posts: 227
Reputation: 7,582

Post » Sun Dec 01, 2013 9:54 pm

exactly why you have seams - individual sprites and letterbox scale can produce such results. Try if the non-integer letterbox scale mode solves your problem.

byebye
B
9
S
3
Posts: 88
Reputation: 931

Post » Sun Dec 01, 2013 10:45 pm

Non-integer letterbox scale gives the same results.

Just wanted to add that the sprites under the trees are the same size as the other grass, just a different object, and they don't have white lines between each other.
B
33
S
12
G
7
Posts: 227
Reputation: 7,582

Post » Mon Dec 02, 2013 3:41 am

KFC

I've posted on this before.
http://www.scirra.com/forum/compiling-spritesheet-causing-seams_topic79260.html?KW=

I think it's probably due to the packing of sprites into spritesheet.
You can try these settings:
pixel rounding - Yes
point sampling - Yes
letterbox integer scale

See if it helps with your case first.

If it doesn't, try using different sprites for your images so they don't get packed into a sprite sheet. That works for me.
B
9
S
1
Posts: 18
Reputation: 711

Post » Mon Dec 02, 2013 3:47 am

Make the images 1 pixel larger and overlap them, unless you want to do pixel rounding and ruin the quality.alspal2013-12-02 03:47:59
B
147
S
73
G
20
Posts: 1,785
Reputation: 22,420

Post » Mon Dec 02, 2013 9:04 am

ok KFC, than try exactly as Waltz posted:

Point sampling on
Pixel rounding on
Letterbox integer scale

as recommended in manual :)

p.s. im not a fan of overlaping bigger sprites ...

byebye
B
9
S
3
Posts: 88
Reputation: 931

Post » Mon Dec 02, 2013 1:30 pm

Ok, apparently adding frames to the animation caused the white lines to appear. Even with sampling set to point I would get the lines, with other settings already being set to the "recommended".

It renders normally when there's only one frame in the animation.KFC2013-12-02 13:32:06
B
33
S
12
G
7
Posts: 227
Reputation: 7,582

Post » Mon Dec 02, 2013 1:51 pm

You should also use Tiled Backgrounds instead of repeating grids of sprites. They render faster and don't seam internally.Ashley2013-12-02 13:51:22
Scirra Founder
B
387
S
230
G
87
Posts: 24,249
Reputation: 192,240

Post » Mon Dec 02, 2013 4:04 pm

I know, but I'm using their x, y for spawning and am too lazy to put in the actually numbers manually, at least until some other features are done. Also I'm thinking about having variations on the grass sprite, that's why I had several frames in the animation in the first place.
B
33
S
12
G
7
Posts: 227
Reputation: 7,582

Previous

Return to Construct 2 General

Who is online

Users browsing this forum: Brendan2007 and 8 guests