How do I stop tilemaps from blurring?

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This is a black tileset with 2 tilemaps, props, one animated character and more.
  • Hi all,

    I've been looking into this and I can't find a solution. I'm making a simple Platform game but I have some discrepancy in the quality of the sprite depending on the sampling method used.

    Sampling Nearest with pixel rounding, I get a clean tilemap and jagged UI Sprites (this includes HUD, popups etc...

    Sampling with bilinear or trilinear gives me clean UI and HUD but a blurry tileset.

    I've seen in the past people have had similar issues, but it seems to me that this is a simple fix for Pixel Art games. My game is not a Pixel Art game but the tiles as you can see are made with straight lines. Is there a way around this to have both clean tiles and clean sprites?

    Thanks in advance!

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  • Does this happen if you copy the tilemap to a blank project?

    Maybe some setting is slightly off on the tilemap or the layer with the tilemap - like z-elevation or angle is not zero. Or you changing the layer scale.

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  • Hey dop2000,

    Thanks for your response, yes, the same happens when copying to a blank project and all the things you mention are correct, z-elevation is zero, angle is zero, and layer-scale hasn't changed as far as I am aware. Position is 0,0.

    It's such strange issue. It looks ok if I don't full-screen, but when I full-screen, you can see either the blurry tiles when set to bilinear or trilinear, or perfect tiles, but pixelated HUD & Menu boxes if set to nearest. Full screen quality is high.

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