Tile images are doing weird things

Thank you! I spent a lot of time on that ground. That little particlespray took me about an hour. It’s exceedingly simple, but I think it does the job well. It’s just ovals (too small to get a regular shape) and 1px lines ^^

Here’s a new version with another almost finished tileset (I have to educate my artist on how to make seamless tiles >:( )
Download

I think the problem is, that in my original ground tileset, I used a lot of thin black lines, which made it very obvious that it takes time to change a LED from off (black) to a color, or from one extreme color to another. And yes, you’re right about the pink. The red does it a bit for me , too.

Note: CBA to change the color of the particles flying from the ground right now.

Thank you both SO much for helping me find out, that I really didn’t have much of a problem here after all :smiley:

Sure! I’d noticed before that that happened. I had fun like that happening in my game (The Perils of Alchemy one in the showcase thinger.)

Ehh here is some quick seamless dirt.

;D

Did you fix it? Or is it still apparent? I’m gonna take a look, if I can :slight_smile:

Funny ^^
Although that looks just fine, I’m going for a more cartoony feel. I hope the artist won’t feel too bad about having to redo most of his work. It is a trade of the business he’s in after all, heheh

Wow, I see what you mean. Bricks are gonna be a nightmare in my game, too. MAN those are some hard controls!!

I just downloaded your jar, and noticed something about how you store your files.
This is not really about your problem here, it’s more about the problem in another thread you startet. That thread was (in the offtopic part) about the loading time for all your images.

I see you are having a different Image for every tile you have. Don’t do this. Put everything in one or more .pngs, and split them at runtime, so you call BufferedImage.getSubimg() for every tile. That should greatly reduce file loading.

Heee~ Yeah, my controls are vaguely based off of the original Sonic game with lots of physics in the actual controls beyond just jumping/falling. I’m redoing a lot of the engine though, so… anyway.

I think I fixed it pretty well (The issue is to do with repetition of small patterns, I think.)

Yeah. I think you’re right.

Thanks. I’ll do that :slight_smile:

This is really off topic but I ran the first running example and wanted to say that you should use

g.drawString(String.format("%.2f",movementSpeed), x , y);

to view the movement speed rounded to two decimals, unless you’re trying to see the exact value that the movement speed is at. Also I’m on a 1920 x 1200 screen and the bullets don’t reach to the edge of the screen so it looks odd with them stopping in mid-air. Other than that I really like what you’ve done with the game so far (movement is smooth), good luck and hope this helps.

Thanks for the nice words :slight_smile: Yes, well, all the HUD was made in a hurry to check for problems while debugging. I usually use DecimalFormat to format to fewer decimals, but this is a much less intrusive and performance-saving way. Thanks for that.

As for the length of the bullet-travel, this is going to be a variable per each type of ammunition, so it is just set to a random travel-length for now. Also, some will penetrate multiple enemies and such. It’s gonna be rad! Thanks for the note, though. I’m happy to hear it is running fine, even in HD :slight_smile:
When the menus are being done, you’ll be able to choose between all resolutions available for your gfx-card. For now, I just have a list of a few standard ones.