StealthyMC Posted October 17, 2011 Report Share Posted October 17, 2011 Alrighty, I got a little side project here aside from Sonic: Edge of Darkness. Not really a game, but an engine, that I might use for a game, or release to be used as an open source. ANYWAYS, I'm having a weird bug where the sprite for Sonic looks like it has had an anti aliasing effect added to it whenever I go on a slope or something. But when I go on a spring that shoots you straight up, Sonic's sprite will be sharp again. Example: Haven't touched a slope or spring. After walking on a slope. Help please? :3 Link to comment Share on other sites More sharing options...
BlazefireLP Posted October 18, 2011 Report Share Posted October 18, 2011 Strange I have this exact problem except it's the entire screen and in Multimedia Fusion. Are you running Windows7? If so it could be an update thing that has screwed up a lot of display modes and such. Link to comment Share on other sites More sharing options...
StealthyMC Posted October 18, 2011 Author Report Share Posted October 18, 2011 Strange I have this exact problem except it's the entire screen and in Multimedia Fusion. Are you running Windows7? If so it could be an update thing that has screwed up a lot of display modes and such. Yes, I'm running on Windows 7. But this doesn't happen with the Dash engine or any other engine I've used. Link to comment Share on other sites More sharing options...
TailsSena Posted October 18, 2011 Report Share Posted October 18, 2011 If slopes are doing it, then I'll have to ask if you're changing angles according to a slope... Could be half the problem... Link to comment Share on other sites More sharing options...
StealthyMC Posted October 18, 2011 Author Report Share Posted October 18, 2011 If slopes are doing it, then I'll have to ask if you're changing angles according to a slope... Could be half the problem... No these are the correct angles for slopes. They're the standard collision masks that every Game Maker Sonic engine uses. Link to comment Share on other sites More sharing options...
TailsSena Posted October 18, 2011 Report Share Posted October 18, 2011 Is Sonic usually Anti-aliased in your game? I know Advance and Battle used Anti-aliasing. What do his properties look like? ...And the code for his slope angles... Link to comment Share on other sites More sharing options...
StealthyMC Posted October 18, 2011 Author Report Share Posted October 18, 2011 Is Sonic usually Anti-aliased in your game? I know Advance and Battle used Anti-aliasing. What do his properties look like? ...And the code for his slope angles... Sonic's not usually anti-aliased in-game. His sprites is supposed to look sharp, just like the level tiles and such. Link to comment Share on other sites More sharing options...
TailsSena Posted October 18, 2011 Report Share Posted October 18, 2011 Yet your spinner badnicks are blurred... Hrrmmm... Set quality to 0 when angling, instead of 1. (Or higher, I don't know GM) 1 Link to comment Share on other sites More sharing options...
StealthyMC Posted October 18, 2011 Author Report Share Posted October 18, 2011 Yet your spinner badnicks are blurred... Hrrmmm... Set quality to 0 when angling, instead of 1. (Or higher, I don't know GM) Spinner badnicks are fine. It's just the way GM takes screenshots. But I ran the engine in debug mode and the angle variable reads as 0. Link to comment Share on other sites More sharing options...
Hobbes Posted October 18, 2011 Report Share Posted October 18, 2011 Huh, that's odd.. The spinner's don't look blurred. I think they are just sprited that way. Perhaps there is something in the Draw event for the player or parent that's messing up the quality of the sprite. What's the base engine you are using? Link to comment Share on other sites More sharing options...
StealthyMC Posted October 18, 2011 Author Report Share Posted October 18, 2011 Huh, that's odd.. The spinner's don't look blurred. I think they are just sprited that way. Perhaps there is something in the Draw event for the player or parent that's messing up the quality of the sprite. What's the base engine you are using? Dekoldrick's aka GamerDee's full engine. It's sort of old. I could PM you the engine if you'd like. Link to comment Share on other sites More sharing options...
Hobbes Posted October 18, 2011 Report Share Posted October 18, 2011 Sure, I'll see if I can help! If not, maybe Deko could help you. He's usually on a chat for another site. I'll PM you the address if you would like! Link to comment Share on other sites More sharing options...
StealthyMC Posted October 18, 2011 Author Report Share Posted October 18, 2011 I PM'd the link to you Hobbes. See what you can do. Link to comment Share on other sites More sharing options...
Hobbes Posted October 18, 2011 Report Share Posted October 18, 2011 This is driving me nuts! It looks like the player is being resized a tiny bit when he's on a slope, causing the anti-aliasing. This happens even if the sprite doesn't rotate on a slope.. I have no clue how to fix this. I'll ask Deko to see if he can do anything about it. Sorry! D: 1 Link to comment Share on other sites More sharing options...
StealthyMC Posted October 18, 2011 Author Report Share Posted October 18, 2011 This is driving me nuts! It looks like the player is being resized a tiny bit when he's on a slope, causing the anti-aliasing. This happens even if the sprite doesn't rotate on a slope.. I have no clue how to fix this. I'll ask Deko to see if he can do anything about it. Sorry! D: It's ok, and any assistance from Deko would be great! +rep for the help. Link to comment Share on other sites More sharing options...
TailsSena Posted October 18, 2011 Report Share Posted October 18, 2011 Uhmm... Just delete the part that tells it to resize the player sprite. Link to comment Share on other sites More sharing options...
BlazefireLP Posted October 18, 2011 Report Share Posted October 18, 2011 It's obviously not as easy as that Tails. You have to find the freakin' thing first. Ironically this problem happens for me as well even when the Anti-Alias is turned OFF. Oh the stability.....xD Link to comment Share on other sites More sharing options...
Apricity Posted October 18, 2011 Report Share Posted October 18, 2011 This has happened to me in Sonic Dash it has also happened to me in other engines I have used. My guess would be that since the rotation of sprites in game maker and mmf2 creates anti-aliased sprites for rotations that his angle is not set to exactly 0. Doing this fixed one of my old game engines but it would be more complicated in Sonic Dash. Link to comment Share on other sites More sharing options...
VectorSatyr Posted October 18, 2011 Report Share Posted October 18, 2011 I'm not familiar enough with this problem to offer specific advice. Nevertheless, you can spare yourself a load of visual headaches later just by rounding your angles and flooring your positions when used in the Draw Event. 1 Link to comment Share on other sites More sharing options...
TailsSena Posted October 19, 2011 Report Share Posted October 19, 2011 I'm not familiar enough with this problem to offer specific advice. Nevertheless, you can spare yourself a load of visual headaches later just by rounding your angles and flooring your positions when used in the Draw Event. True! Like... "When |rotation value|>1; set rotation value to 0." ...Sorry, that was was written in MMF2 language, but you get what I mean, right? (btw, |...| means absolute value, just in case you didn't know... ) Link to comment Share on other sites More sharing options...
StealthyMC Posted October 19, 2011 Author Report Share Posted October 19, 2011 True! Like... "When |rotation value|>1; set rotation value to 0."...Sorry, that was was written in MMF2 language, but you get what I mean, right? (btw, |...| means absolute value, just in case you didn't know... ) I guess I'll give it a try. And I know what absolute value is, lol. I've taken Pre-Algebra in 7th grade last year, I'm pretty sure I know what it means, haha. Link to comment Share on other sites More sharing options...
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