![]() This thing allows for adding finishing touches, so you could add motion blur or bloom or something on top. When speed and direction are constant, it looks fine. Scrolling was what it was, definitely not attached to a mouse though. I intended this asset for a VERY retro look, say, Gameboy or Atari or even old mode 13h with it's non-square pixels. I haven't played nuclear throne, but I know what you mean. Resizing in an image editor brings the problem back! Thanks! it's hard to convey the problem and even more in screenshots, which I'm doing now. Have you ever played nuclear throne? I love that game, but the jagged camera behavior when you move your mouse is always giving me headaches.ĮDIT: Do you also have a fix for that staircase effect? You know, when you snap to diagonal movement, the camera will often perform two orthogonal movements in different frames instead of a diagonal movement once, i can see that in your video I believe it is almost always better to snap to those pixels instead except if you need the camera directly sticking on an artwork-snapping character (because then the character would bounce back and forth some screen pixels while the camera pans) Also the interlaced Video mode of the CRT-screens helped those games to smooth out jagged movement by virtually moving the camera only half a pixel between framesīut when you have 'smooth' slow camera movements on todays 60fps screend, the pixel snapping looks really S***ty in my opinion, and a game only improves if you smooth that out.īecause when you use pixel-art and achieved pixel perfection you will have a case where 1x1 artwork pixel always consists out of 2x2, 3x3, 4x4. So the cam translates a constant amount of pixels each frame which looks neat and this is what most nostalgia games did. ![]() Mega Man where his running (dashing, dog-flight) speed is translated 1:1 to the camera when he moves. Snapping to the artworks pixels is ok on games that have mostly still screens or fixed camera movement speed. ![]() I'll update with the video link when it's done.Ĭlick to expand.Really nice depiction of the problem man! I'm working on the video right now, I'm quite happy with the results though I'm struggling to find a version of Unity where tilemaps are not broken (srslywtf) My camera is able to track transforms with a static call that does a configurable transition, so jumping between objects is really easy. Can't do anything about particles though, you'll see jitter there if they move slowly.Īlso managed to fit in customizable screen shake that does not make you dizzy. At worst, you'll need to use all of the provided scripts. How much work goes into it depends on what your game will be doing: there's no jitter if the camera doesn't move or if all objects are static and aligned to pixel. My result is a solid image, no jitter, even for slow moving objects and camera. I managed to get rid of the jitter, which can be caused by rounding errors relative to the camera. I also resize so that source pixels will never fall halfways into a screen pixel No blurring, supports non-square pixels like Amiga/Atari 2:1 and you get to put things around the resulting image (a frame, UI, a background, whatever). I'm using the Render Texture method, which seems to be the most efficient one and gives you a lot of flexibility. I've spent a few weeks hammering away at this problem for my game and will be very soon releasing an Asset that does it all for you, just type in what you want and it's ready to use (still have to setup sprites properly though). I'm also targeting desktop so I'm not really optimizing for iPads or 1024x768 2048x1534 type resolutions. A bad example is 1680x1050 which can't quite fit 1080 so drops to 720 and has some quite thick black bars, but not many people have that resolution. For 16:9 it works perfectly, for 16:10 it has a slight black bar top and bottom, and for 4:3 or 5:4 the horizontal width is a bit less and depending on the resolution it only increases the game display in multiples of 360 pixels height. I am keeping the pixels-per-cell a whole value/multiple at all times. On 1024x768 for example, the closet I can get is 1024x720, with 2x2 pixel cells, and then I add some black bars at bottom and top. If a screen resolution isn't exact multiple vertically, I keep my pixels at exact sizes e.g. Either I make a render texture this size, or I make one at an exact multiple of this like 1280x720, 1920x1080, 4k etc. ![]() I have a 640x360 virtual display resolution, IF the screen is HD 16:9 ratio. Lately though I'm doing it a little differently. If the screen resolution is different then it gets scaled down with a separate camera. Click to expand.I make a render texture of a given size and render to it always at that resolution.
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