pixel graphics

zplzpl Member Posts: 26
hey.

i have been testing some pixel graphics and it seems that there is no way to do 100% accurate pixel stuff with gamesalad. if you have scene which is bigger than screen and moving camera which follows actor it somehow slightly blurs image in every other pixel when camera moves.

has anybody noticed the same issue, or am i doing something wrong? blurring is really minor and if you don't look closely (or take screenshot to prove that your eyes dont lie.) you don't notice it.

thought that this might be somehow avoided if you could define how much camera moves when it has to follow the actor, but the control camera behavior seems to be quite straight forward and configuring it is not possible.

seems to happen also when using even sized images (no odd sizing of graphics).

this might be related to the case where you are not able to place graphics next to each other without seeing that blinking line between them when moving camera.

ah, also noticed that this has to have something to do with the following camera, because when you just play the scene from the scene play button (not the preview) graphics are sharp.

any ideas / workarounds / objections?

Comments

  • NexusGameStudioNexusGameStudio Member Posts: 265
    I've made a pixel game called Gravonaut, I have not had the issue you are describing, my pixel art is clear with the moving camera.

    What format are your images, are you keeping consistant resolutions (in-game resolution of the images should be exact to the files resolution), doing any sort of image compression?

    The "blinking line" issue has no fix, GameSalad has no support for sprite sheets so when you try and tile, it sometimes has the line effect.
  • zplzpl Member Posts: 26
    images are in png, 8 and 24 bits, 72 dpi. so no compression.

    i have to doublecheck everything, tested your game and it seemed not have the problem what i see in my own screen. only diffefrence is that i had scrolling also in vertical direction.
  • zplzpl Member Posts: 26
    hmmm, seems that this newbie had misunderstood and underestimated the powers of two and the whole resolution independence.

    it's getting more clear now.
  • NexusGameStudioNexusGameStudio Member Posts: 265
    Good to hear, happy you got it all sorted out :)
  • zplzpl Member Posts: 26
    haha, nailed the issue for good now...

    i had a really stupid mistake. position variables for actor which was controlling camera were in real format. that caused of course positions which were not accurate (between pixels). changed to integers and everything is sharp now... going forward again... yeahhhhhhh!
Sign In or Register to comment.