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Thread: How can I fix seams in the Android and HTML5 builds ?

  1. #1
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    Question How can I fix seams in the Android and HTML5 builds ?

    How can I fix the seams that appear in the Android and HTML5 builds ? I've read several threads, but I couldn't find any direct answer. The closest is https://community.clickteam.com/threads/87677-Way-to-avoid-ugly-graphic-seams , but I don't know how exactly I should apply that formula.
    Code:
    ( round( scale modifier * tile side )) / ( tile side )

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    I think Tompa meant to normalize the scaling factor you are applying to your game "zoom"

    so if you set "zoom" (scale modifier) to:

    ( round( scale modifier * tile side )) / ( tile side )

    you "trim" it to nearest zoom ratio multiple to tile side

    this is only possible if you have direct control over zoom though,
    don't you if you are experiencing this issue with upscaling your tiles,
    or directly by "fitting screen" (fill window) to resolution?


    Another simple solution could be upscaling your tiles by 1 pixel,
    unless it would look "bad":

    set Xscale to (width+1.0) / width
    (Fusion will round graphics anyway to nearest pixel integer, so if you don't solve at first try, go with +2.0)

    but of course you can't do this if tiles are backdrops

  3. #3
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    The window of my game is 1280x720 and my tiles are 48x48 actives.

    There is no official solution for seams ? So the walkaround would be to increase each tile (active) with 1x1 or 2x2 pixels at the start of the level ? What about the hotspot, middle is good, or needs to be top-left ?

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    Don't know if there's an official solution,
    I don't think I've encountered this issue actually
    (have an android tiled game with scrolling tiles in the works and it doesn't appear to make seams )

    if you can upload a simple file with the seaming tiles we can take a look,
    if the issue replicates maybe someone can come to some specific solution

  5. #5
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    Here are the .mfa and .apk files

    I've tested it on Samsung Galaxy S4 i9505 (display 1920x1080, Android 5.0.1)
    Attached files Attached files

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    Sorry for getting back late on this,
    unfortunately I can't see the seams on the emulator so it's hard to test & debug,

    I would have tested some random things:

    1) moving the center display event at the bottom, or anyway after the last collision mask moving even (touch events trigger movement loops after the screen centering)
    2) OpenGL ES2.0 or higher as Android display mode (3 is becoming widely supported but 2.0 is still perhaps the most solid choice)
    3) test different display fitting options
    4) rounding the X,Y position of collision mask object before centering screen on it (supposing PMO calculates and delivers float positions)
    5) removing the platform movement object and coding your own movement, incrementing movement steps in whole integers

    don't know if any of the ideas above could provide a solution though

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    You use 32x32 size backdrops? You mast use 64x64 cells and it be fine)

    Отправлено с моего Wileyfox Swift через Tapatalk

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    Quote Originally Posted by schrodinger View Post
    Sorry for getting back late on this,
    unfortunately I can't see the seams on the emulator so it's hard to test & debug,

    I would have tested some random things:

    1) moving the center display event at the bottom, or anyway after the last collision mask moving even (touch events trigger movement loops after the screen centering)
    2) OpenGL ES2.0 or higher as Android display mode (3 is becoming widely supported but 2.0 is still perhaps the most solid choice)
    3) test different display fitting options
    4) rounding the X,Y position of collision mask object before centering screen on it (supposing PMO calculates and delivers float positions)
    5) removing the platform movement object and coding your own movement, incrementing movement steps in whole integers

    don't know if any of the ideas above could provide a solution though
    1) Interesting solution
    2) Yes, I was using antique OpenGL ES1.1 (I will try with OpenGL ES2.0 since the minimum requirement for my game will be Android 4)
    3) I will do that
    4) and 5) Is there any clear and easy tutorial for creating a platform engine using events.

    Thank you for the solutions


    Quote Originally Posted by Sergey View Post
    You use 32x32 size backdrops? You mast use 64x64 cells and it be fine)
    Can't do that unless I scale up all the game up to 1080p

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