[Slick2d] Retro-Pixel Castles > Now on Steam! <

On the main menu, where the map is scrolling? Might be monitor specific problem, or because the map is being resized to my resolution (1280x1024)

Could there be a GIF image to showcase a demo of your editor, please?

Texture bleeding is something that occurs when the background canvas is not cleared, leaving behind trails of residues.

I’m a derp. Didn’t even register the F2 for screenshot.

Anyway, messed with the classic black border:

Before

After

Not sure it fits really, but definitely more legible.

Only thing I see regarding “bleeding” (running 1080p) is flashing very brief “cracks” between tiles as it scrolls, not too big of an issue, might not be fixable either. (likely a vsync issue if it is though)

I may be mistaken, but I believe it is this: http://www.realitymod.com/forum/f189-modding-tutorials/90244-pixel-bleeding.html
Completely different.

mhmm, thought I fixed that issue. Are they black vertical lines or actual texture bleeding?

If it’s the black lines, I should be able to eliminate it.

There’s a few gifs on the front page already, but a full blown gif would be way too large. Since my game has a ton of contrasting and moving colors it doesn’t compress well at all. :confused:

hah, that was pretty much dead-on exactly what I was going to try. We’ll see how it looks in-use next release. :wink:

As for the cracks, I think I have a good solution, but I have to try it out first. The cracks I believe are being caused by the subpixel movement since the map position is controlled by floats, if I round off all the excess decimals in the movement code it may eliminate the issue. I would just make the mapX/Y coordinates ints, but I lose a lot of control when I do that.

We have GFYCAT that hosts GIANT GIFs for Reddit.

Well, I could/would just stick it on my webserver, the hosting isn’t the problem, I just don’t want to bog down my thread with insanely huge gifs. :smiley:

Aww. I recalled that someone is working on embedding HTML5 videos here, so your threads won’t be bogged down by GIFs.

Am I mistaken?

Don’t think anyone mentioned it:

When hovering over the buttons in the tools on the map editor, you need to position the mouse more towards the center or even pretty much the last pixel of the last button, as the text starts off the edge of the screen.

not sure how you code your text rendering, but you should just check to see if the beginning x is less then 0, if it is put it to like x = 5 or something, so their is a little gap from the edge.

This is how texture bleeding looks on my screen.

Or something like that. Green is correct texture, and red is part of the texture that is not supposed to be displayed. This happens for brief moments, because the camera is moving. If you were to stop the camera the moment this happens, it would stay on the screen until you changed camera position. This happens when using non-int camera positions, which causes screen pixels and texels to missallign.

That’s been on my “todo” list for a while. :slight_smile:

I just have to calculate where the font is, the font width, and nudge it over a bit. Just haven’t gotten around to writing a method to do that yet.

Disable your force-enabled anti-aliasing settings in your nVidia/ATI control panel and try again. My game doesn’t like AA. :wink:

Here’s a shot of what I assume you’re seeing? (this is with 4x AA enabled)

Here are my settings.

Don’t change the model, round the values you pass to OpenGL. :point:

hmm, how odd. Are you getting something like in the screenshot I linked you, or the vertical black lines?

Yes. Thats what I call sprite bleeding. My picture was describing just that.

Wow, looking very professionally!!

Looking forward to the actual game :smiley:

I tried the map editor tech demo, its awesome work! Both technologically and style-wise, I love how it looks and feels.

Some things I noticed:

  • the help popups on mouseover sometimes are partly off-screen (always centered on the cursor I presume), making them unreadable when over e.g. a button on the edge of the screen
  • not being able to connect tiles with anything other than grass is a bit limiting: it would be nice to put e.g. a desert tile next to rock tiles, or different shades of mud next to each other. Currently I cant see how to do this (I suppose this is because its hard to make all the combinations)
  • walls have directional shadows from the sun even at night, which looks a bit weird

But overall excellent job, and I’m looking forward to (buying) the game!

Some loading screens (you know, just “loading” and a moving gif…) could help to give the transitions e.g. from menu to editor a more necessary and less laggy feeling…

Also the option to create an image from the map does… hm, not sure what it does. The display disappears, shows the desctop (no interaction possible) and goes back to normal after some time. Could you make this more like a background worker?

Good job after all.

I like your UI, it is quite nice and polished. Simple (not in code ofc) but pleasant to look at.

It has a nice “feel” to it, the only thing is that the whole thing seems utterly pointless as it stands right now and I lost interest in it within about 30 seconds. Once it has more purpose and it is implemented into the game itself, in a way we can use; it will be good.

Sweet, you’ve released something!!!
Downloading now. Let the testing commence :smiley:

Edit:
Alright, its pretty awesome. Everything is very smooth and easy to understand.
You should release something that lets us play around with the AI stuff you were originally talking about!