Everything flickers when camera moves?

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    <- updated HD video

    UPD :

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    (showing that suggested fix of rotation TileMap does nothing to fix the problem)

    The situation is described by the video above. I am using Linear sampling w/o pixel rounding (enabling PR doesn't change much). I very much doubt that that's how it's supposed to be. Not only the background is absolutely unusable for a game project; but also simple Solid objects seem to jump back and forth a pixel. Actually what?

    P.S. Camera handling

    (removing lerp doesn't change much either)

  • Please help; the resulting game is unpublishable due to this.

  • Your textures create patterns of lines, those lines fall into cracks aka sub pixel placement.

    So.. don't have lines, and don't set positions to places with decimals.

    Note pixel rounding helps, but it doesn't cover everything, like the scrollx, scrolly.

    These are the pratfalls of game development, all engines face.

  • Try pixel rounding + Letterbox Integer Scale

  • You need to enable "high quality" full screen scaling to get the benefit of turning pixel rounding off.

    You normally would not want linear sampling on for pixel art games. Well it is an artistic choice but it is confusing the matter for now and is not related to what you want to achieve.

    To achieve what you want with those textures and if you want smooth panning and zooming / scaling pixel art you need

    pixel rounding off and

    high quality scaling on

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  • Your textures create patterns of lines, those lines fall into cracks aka sub pixel placement.

    So.. don't have lines, and don't set positions to places with decimals.

    Note pixel rounding helps, but it doesn't cover everything, like the scrollx, scrolly.

    These are the pratfalls of game development, all engines face.

    could you please elaborate how do i "not have lines" ?

    will try to make everything on integer positions, including scrolls :/

    the thing here is is that for my game to be playable I gotta have it at 0.4 zoom all the time. Is that the possible cause? Because the zoomout feature is an essencial one

  • Sure.

    The repeating textures of your tiled background forms lines because it follows a regular pattern, like the same color pixel at every 10th position on the x axis.

    To deal with this make the texture larger, and more random.

    Or rotate the texture so that it doesn't match up with the horizontal, or vertical lines of a monitor.

  • You need to enable "high quality" full screen scaling to get the benefit of turning pixel rounding off.

    You normally would not want linear sampling on for pixel art games. Well it is an artistic choice but it is confusing the matter for now and is not related to what you want to achieve.

    To achieve what you want with those textures and if you want smooth panning and zooming / scaling pixel art you need

    pixel rounding off and

    high quality scaling on

    Point sampling would work great, unfortunately it breaks completely when used with zoomout or letterbox scaling; and the effect looks even worse than the one presented above.

    Still no solution, but I've got some data. There seems to be an odd pattern between zoom and flicker&blur, check out (notice how 0.5 is the best performing zoomout) :

    *flickering lines and blur is rated on an abstract 0-4 scale based on my visual input when looking at one TiledBackground object.

  • Sure.

    The repeating textures of your tiled background forms lines because it follows a regular pattern, like the same color pixel at every 10th position on the x axis.

    To deal with this make the texture larger, and more random.

    Or rotate the texture so that it doesn't match up with the horizontal, or vertical lines of a monitor.

    rotating the layout does not fix anything on zoomout farther than 0.5

  • The texture, not the camera.

  • The texture, not the camera.

    Tilemap is unrotatable, thus the only way is to rotate the layout.

    The interesting thing to note is that normal sprites (as oppose to Tilemap) experience no trouble and no flicker. Is this a bug in Construct?

    UPD : FURTHERMORE normal TiledBackground works excellent aswell. The only thing producing flickering is Tilemap object. Do I need to report a bug?

  • It's most likely your map/ settings.

    Maybe try finding some example capx with a tilemap someone else has posted and test.

  • It's most likely your map/ settings.

    Maybe try finding some example capx with a tilemap someone else has posted and test.

    have submitted a bug rep. could you please check out my project and tell me what's the problem?

  • No amount of alteration to the project seems to help.

    Everything suggest that this is a C2 bug, yet my post on Bugrep is being ignored.

    What do I do? I can't proceed on my project and I'm wasting time sitting around.

  • No amount of alteration to the project seems to help.

    Everything suggest that this is a C2 bug, yet my post on Bugrep is being ignored.

    What do I do? I can't proceed on my project and I'm wasting time sitting around.

    As specified in the Bug Report Requirements:

    [quote:5m6c5tf4]

    Why haven't you responded to my bug report yet?

    We do look at every report, but developer and release schedules mean we may not get round to it immediately. Please allow a few weeks for it to be investigated. If you are waiting, you can improve the chance it is resolved when a developer does get round to it by carefully reviewing these guidelines and providing as much useful information about the problem as possible. If you are missing anything, you may end up waiting a few weeks for a reply simply asking for the missing information, and then you're waiting again.

    It has only been a couple of days, so please have a little patience. You are not being ignored.

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