it's make a terrible comic day! maybe i can't tell if it's today or yesterday
so i fixed up this wip that was just the first panel for like a year lol. i couldn't get the original file so the blue line was stuck on but i feel like it's a bit of a vibe
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If the player in this image holds right, without jumping or pressing any other buttons, they will land on the green platform. However, by first walking left into the yellow wall, and then beginning to hold right, the player will set their subpixels to perfectly land on the blue platform.
[Image ID: A screenshot of a room in Greenpath with several walls and floors highlighted. The wall directly to the left of the player is marked yellow, and the floor they are standing on is marked red. Below the red platform and leading to the right are two floors in a staircase shape. The one that is higher up is marked in blue, and the one that is lower is marked in green. /End ID]
How did you get your smooth camera movement working? I've tried a bunch of methods, with different lerp functions and such, but it always looks too jerky... :(
Youâre partway thereâI use a simple lerp in mine! But thereâs a few extra bits youâll need.
I only know how to do this in GMS2 (though Iâm certain you can do it in GMS1âit might be similar), so thatâs what Iâll be talking about!
Smooth camera movement can be tricky in low-res games, and the reason is because it canât go âin betweenâ pixels. It will always round to the nearest pixel.
Youâll need two things:
1. Set up your game to use subpixels.Â
Subpixels mean each of your in-game pixels will be made up of multiple pixels. Youâll need to enable the ability for at least your camera to move in between pixels.
2. Manually move the camera/view.Â
If your camera is set to follow an object, it wonât take advantage of subpixels (even if the object itself does). Youâll need to set the view manually each step.Â
This is actually not as hard as it sounds. I could write up a whole thing on how I do this in GMS2, but Iâm just using PixelatedPopeâs method⌠so best watch his video instead:
Note: if youâre using GMS1, OR if you want to understand resolution in GameMaker in general, check this playlist out, also from Pixelated Pope:
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- tco is alone, sitting on the windows 10 taskbar. their spine ruffles in an absent breeze.
- the cursor is empty, for now, high above.
- a text editor appears.
- ALAN returns. he examines the scene.
- "can i ask you something ?"
even at his most tame, ALAN can't help but loom.
- tco nods.
- "y r u fuzzy?" the tip of the cursor traces out a jagged line, mimicking their exposed feathers.
- tco stands, still thinking about what to say.
- tco stares out of the screen.
- they push their terminal up onto the screen: printed text in a large font asks, "you see now?"
- "yeah," ALAN types. "better monitor."
- tco paces around and back.
- at the left of the taskbar, tco jams a command into the WINDOWS button. Display Settings startles the cursor.
- tco rests a hand on their hip while ALAN figures it out. he scrolls to the Display Resolution setting, which,, idk how big alan becker's monitor is, but i'd bet it's got at least 2048x1080 pixels.
"that's more," tco prints.
the two of them ponder the number.
- ..."Hey," ALAN drags his notepad back over top, "How do you know the resolution of my old PC???"
"nefarious plots," tco snarks, amused.
the telltale feathers on their shoulders don't hide it.