Re: Simple Tiled Implementation - STI v0.18.1.0
Posted: Fri Apr 07, 2017 11:01 am
Thank you so much for creating something like STI, the implementation has worked almost perfectly for me and it's created a really flexible solution for mapping in the sort of game/engine that I'm working on right now ^_^.
I am having one issue though which may not be in the scope of this thread, but I'm just curious if you know much about it. Essentially when I'm using gamera and have it zoomed in there will be weird artifacts on the screen where background tiles will misalign and there will be white space between images sort of like a seam although they work perfectly fine without zoom. I set it so that all images are scaled by nearest neighbor by default and since then the misalignment only happens at the start when I'm not moving my character, then goes away once moving, but then will randomly flash back up as I continue to move around. Just curious if you might know anything about this.. I understand if it's out of the scope of this thread though!
I've already googled around a bit and it seems like a semi-common issue, but other people's solutions that were posted I found it either didn't work, resulted in juttery movement, or I just didn't quite understand (although maybe that's the case for all of them heh). One of the solutions I was trying was math.floor()ing the cameras coordinates... which in this case updates every frame and my player doesn't give a poop about integers thus transcending into the world of decimal/float coordinates, but still causing war on integer ground and anger from the rounded integer camera coordinates (as in causes sort of a jutted character movement) so it didn't quite work out heh.
EDIT: Gamera also has a set of rules to stop this from happening, too: https://github.com/kikito/gamera in the FAQ, but I think I'd need to change how Tiled works with images potentially (although I believe it does work with quads, not sure about the rest). I'm also just not really sure how much these rules apply to Tiled or if they're implemented already heh. Also something good to know, too, is that I do have the same issues with hump.camera as well. Hope this gives a bit of a better idea of the issue. I can always get a screenshot if needed.
I am having one issue though which may not be in the scope of this thread, but I'm just curious if you know much about it. Essentially when I'm using gamera and have it zoomed in there will be weird artifacts on the screen where background tiles will misalign and there will be white space between images sort of like a seam although they work perfectly fine without zoom. I set it so that all images are scaled by nearest neighbor by default and since then the misalignment only happens at the start when I'm not moving my character, then goes away once moving, but then will randomly flash back up as I continue to move around. Just curious if you might know anything about this.. I understand if it's out of the scope of this thread though!
I've already googled around a bit and it seems like a semi-common issue, but other people's solutions that were posted I found it either didn't work, resulted in juttery movement, or I just didn't quite understand (although maybe that's the case for all of them heh). One of the solutions I was trying was math.floor()ing the cameras coordinates... which in this case updates every frame and my player doesn't give a poop about integers thus transcending into the world of decimal/float coordinates, but still causing war on integer ground and anger from the rounded integer camera coordinates (as in causes sort of a jutted character movement) so it didn't quite work out heh.
EDIT: Gamera also has a set of rules to stop this from happening, too: https://github.com/kikito/gamera in the FAQ, but I think I'd need to change how Tiled works with images potentially (although I believe it does work with quads, not sure about the rest). I'm also just not really sure how much these rules apply to Tiled or if they're implemented already heh. Also something good to know, too, is that I do have the same issues with hump.camera as well. Hope this gives a bit of a better idea of the issue. I can always get a screenshot if needed.