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Thread: screen shake/tremor with center display?

  1. #1
    Clicker iOS Export ModuleInstall Creator Pro
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    Question screen shake/tremor with center display?

    Hope you guys can help.

    I'm making a vertical platform game (I'm just using the built in platform movement as it is more than OK for what I need) and I have noticed a slight 2/3 pixel shake when the character runs on a platform...But ONLY when the screen is centring on him (IE: the character has moved upwards enough that the screen needs to scroll).

    I have tried all the combos as far as centring on him (IE: centre display, centre on y, centre on y and x etc etc etc) but nothing works.

    The platforms are totally smooth so he walks on them flat and there is NO slight up/down movement of the main sprite that would account for this shake.

    Any ideas as to why its happening?

    The main play screen is 800 by 2000 FYI.

    Thanks!

  2. #2
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
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    Your hotspots probably aren't aligned properly on all the frames. Make sure the hotspot is in the same place on all the frames.


    Sent from my iPhone using Tapatalk

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    Clicker iOS Export ModuleInstall Creator Pro
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    Thanks Sumo, but no m8... I made sure they were.
    Since posting I have changed the movement to a physics based one and the shake is gone.

    This tends to lead me to think that it was related to the basic platform movement?? Mmmm... I will play about with it some more as to be honest I dont really want to use physics based for this game.

  4. #4
    Clicker Fusion 2.5 MaciOS Export Module
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    I haven't used the built in platform movement in years, but since it only happens when the walking animation is playing, I'd wager the height of the sprite is changing, causing the sprite to be pushed up/fall down. The easiest solution would be to move the hotspot to the bottom of the sprite, so that the bottom row of pixels doesn't change position during animation.

    A more complicated, but ultimately more complete and predictable solution would be to use a separate object for movement and collisions, with a single frame the size of your characters hit box. You could then simply center your player sprite on the hit box object. This would however require significantly more work; enough that it would probably make more sense to just dump the built in movement and use the PMO.

  5. #5
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    Does the collision mask have any slight up/down movement?

    Try putting your camera centering events at the end of your code.

    I find that putting positioning events BEFORE movement events causes positioning delays, but putting them after typically resolves it.

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