5/28/2023 0 Comments Gamemaker round docs2![]() 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, 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: 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 ![]()
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