is there any way that you can make MMF2 do pixelated rotations in the "create rotated directions"-option?
I mean no "smooth" look. just pixels :/ I hope you understand.
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is there any way that you can make MMF2 do pixelated rotations in the "create rotated directions"-option?
I mean no "smooth" look. just pixels :/ I hope you understand.
Make sure anti-aliasing is off, and you can use the set angle featutre with the quality set to 0.
Hi,
I have a related question about creating rotated directions. I am making a game that has a rotating spaceship. The problem is that when I create rotated directions, the ship looks pixelated and weird in all of the diagonal angled directions. I want the ship to look smooth (the same way it looks in the original direction) How can I fix this? Thanks,
Brett
Brett,.check Marvs examples pages. Page 8,.4th and 6th example. http://www.castles-of-britain.com/mmf2examples.htm
Hi,
I looked at the examples, but it still seems like the object looks pixelated when rotated. I would like the object to look the same when rotated as it does originally. How is this done?
Can you upload you mfa and I'll take a look at it.
Hi,
I posted an example in the file archive. Please let me know if you have any insight. The object looks good when facing right, left, up, or down, but anything in between it looks pixelated and not very professional. Thanks,
Brett
Just a note, you can upload attachments to any post in any forum now. ;)
As for your problem, is anti-aliasing on? Also, you should not use the built-in directions for rotations. Just use the Set Angle action with quality 1.
Hi LB,
How do I turn anti-aliasing on or off? Will turning it off make the animation smoother? Also, you are saying that I should not use the "create rotated directions" in the animation editor, correct? I'll give it a shot and let you know what I find out. Thanks,
Brett
I realized I had one other question. If I don't use the "create rotated directions" in the animation editor, will the "spaceship movement" still work? Thanks,
Brett
Hi LB,
I figured out how to switch anti-aliasing. I've tried both settings and I used the "set angle" method of rotating the object (it does work with "spaceship" movement). The edges are still pixelated and weird looking. Here is the mfa for reference. Thanks,
Brett
There are two things you can do to make it better:
Turn anti-aliasing on to make it smoother.
Use an alpha channel and make sure that in the transparent areas the color is the same as the outline of the visible areas.
I've attached a fixed MFA, but only the first frame of the stopped animation is fixed as an example:
Also, when launching an object, how do you make it work so that it launches in the correct direction?
You cannot, as launching objects uses the built-in 32 directions. You have to write your own "360 degree" movement for the bullets, which is not hard. There are literally hundreds of examples and tutorials across the various klik sites as a whole. ;)
Thanks LB,
That looks much better. Do you know how I can make the angle and direction of bullets work better? I'm having difficulty getting them both functional. Thanks,
Brett
Here is an example in the old forums: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=236771#Post2367 71
It should be on these forums too but I am not sure where to find it.
It's working just fine here Marv, what do you mean by no longer valid?
Same here,... link is working.
I guess the DNS is slow to update as it does not work for me.. Odd though that the new CT forum updated immediately.
Marv
Marv, you might have a checkbox to mark saying you agree with the board rules. Then it should work. :)
Really?
Thanks,
Marv
As far as the spaceship movement goes, I spoke too soon. It does not work when using angles because the angles and directions don't match. How can this be fixed? I like the automatic use of animations with the spaceship movement as well as the thrust going in the right direction. How can I use angles and have the ship's thruster push it in the correct direction (and keep animations working)? Thanks,
Brett