Tilemap & sampling:point are not working?

Discussion and feedback on Construct 2

Post » Thu Aug 21, 2014 8:19 am

I don't know if i'm doing something wrong but i have this differences between tilemap and sprites:

TILEMAP
http://i.imgur.com/Mv3U6QE.png

SPRITES
http://i.imgur.com/Hpp4SM3.png

In both cases i'm using sampling point but it's not applied in tilemaps, here an example with sampling linear:
http://i.imgur.com/N0bWaZg.png


It's a problem with tilemap object? there is a solution? because i can't make a tile-based game drawing tiles with sprites, the performance is not goood :(
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Post » Thu Aug 21, 2014 8:42 am

I just did a quick test comparing a sprite, tiledbackground and tilemap, all using the same image, and I couldn't tell the difference.

Would it be possible for you to post a very simple .capx so others could test for you?
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Post » Thu Aug 21, 2014 9:24 am

Here is your example modified with my parameters. Tilemap at right, sprites at left, all with sampling: point
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Post » Thu Aug 21, 2014 9:44 am

ByR wrote:Here is your example modified with my parameters. Tilemap at right, sprites at left, all with sampling: point

To get tilemap to work correctly (the sampling) your tilemap should be in the power of 2 dimensions. I remember Ashley mentioned this somewhere. You are using [24x24] so thats why its like that.
Use 2^1=[2x2], 2^2=[4x4], 2^3=[8x8], 2^4=[16x16], 2^5[32x32]... and so on.

Sorry I didn't test, but I'm sure thats the problem, because it was discussed a few times previously.
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Post » Thu Aug 21, 2014 9:56 am

I can see the difference now, but as DuckfaceNinja mentions, and the manual entry says,

It is recommended to use a square power-of-two size (e.g. 32x32)


so try that, and if it still looks fuzzy, then post a bug report for Ashley.
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Post » Thu Aug 21, 2014 10:47 am

Thanks, i tried with 32x32 tiles and worked! I thought that the power of 2 recomendation was because the images are saved as power of 2 size anyway, but clearly affects to display too ;)

Sorry for my english.
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