vortidates.blogg.se

Gamemaker studio 2 camera
Gamemaker studio 2 camera









  1. Gamemaker studio 2 camera code#
  2. Gamemaker studio 2 camera mac#

This is very effective if you don't round() your character/camera position during movement, and interpolation will smooth pixels when rendering at the current position.

gamemaker studio 2 camera

Fix: enable interpolation to smooth pixels during rendering. 320x240, 160x120), so scaling up the application surface to the screen size will show very few artefacts. However, it works best with very low resolutions (e.g.

  • Interpolation: you aren't using interpolation for rendering, I guess because you want to achieve a pixel-perfect look for your game.
  • Fix: force your character (and camera) movement to integer increments, and use no decimals in your movement logic this will let you get rid of round() functions.
  • Rounding: since you force integers when updating the camera position, it results in a non-uniform displacement at each frame, e.g.
  • The subtle jitter movement of your camera could be due to different reasons: I would really appreciate any help, thanks.

    Gamemaker studio 2 camera mac#

    Also, I use a Mac computer, maybe it has something to do with that.

    gamemaker studio 2 camera

    I know I should probably use another camera setup, but this one was shown in the tutorial by Friendl圜osmonaut and I just thought I might use it as it was working for her. Y = round(clamp(y,(following.y) - v_border, (following.y) + v_border)) Īnd in the Room's Viewports, I enabled the object following and set it to obj_camera:Īnd here are my settings for the graphics I have 60 FPS:

    Gamemaker studio 2 camera code#

    Here is my code for the camera following in obj_camera in its Step event: x = round(clamp(x,(following.x) - h_border, (following.x) + h_border)) Here is my code for the camera following in obj_camera in its Create event: following = obj_player I tried using round() as some solutions said it might help, but it didn't. Maybe there's something new in GameMaker that I should be implementing, as the tutorial I'm following is 5 years old. I used the code for the camera following from there, but in my case for some reason all sprites jitter every time the camera moves, and also when some NPCs move. In GMS1, you'd want to use Destroy and Room End events instead.I am trying to follow an RPG tutorial. in GMS1, set view_xview and view_yview instead camera_set_view_pos ( view_camera, floor ( x ), floor ( y ) ) if ( ! surface_exists ( view_surf ) ) This is also where we make sure that the view surface exists and is bound to the view. The view itself will be kept at integer coordinates to preventĮntities with fractional coordinates from "wobbling" as the view moves along. This is also where we adjust the view dimensions to include one extra pixel.Īpplication_surface_enable ( false ) // game_width, game_height are your base resolution (ideally constants) game_width = camera_get_view_width ( view_camera ) game_height = camera_get_view_height ( view_camera ) // in GMS1, set view_wview and view_hview instead camera_set_view_size ( view_camera, game_width + 1, game_height + 1 ) display_set_gui_size ( game_width, game_height ) view_surf = - 1 End Step Since application_surface will not be visible anyway, I have published this entire example projectįor this we'll be rendering a view into a surface.Īlthough it is possible to draw the application_surface directly,Īdjusting its size can have side effects on aspect ratio and other calculations, Thus achieving smooth, sub-pixel movement with a pixel-perfect camera! The solution is to make the camera 1 pixel wider/taller, keep the camera coordinates rounded,Īnd offset the camera surface by coordinate fractions when drawing it to the screen, This can vary from being an acceptable sacrifice to An Insult To Life Itself. (note the rotating square no longer being pixelated).ĭepending on your specific game, visual style, and taste,

    gamemaker studio 2 camera

    This works, but introduces potential for rotated, scaled, misplaced or otherwise mismatched pixels (after all, your smallest unit of measurement is a pixel!)Ī common solution to this is increasing application_surface size to match output resolution:

    gamemaker studio 2 camera

    When implementing camera movement, you may find that you can't really have it "smooth" -Įspecially when moving the camera at less than a pixel per frame and/or with acceleration/friction: Let's suppose that you have a pixel-art game:įeaturing classic pixel-art game elements such as tiles and a Bright Square Sub-pixel movements with pixel-perfect cameras in GameMaker! This is a mini-tutorial and an explanation of an approach that allows you to have fluid











    Gamemaker studio 2 camera