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conantbh

Member Since 03 Mar 2012
Offline Last Active May 03 2013 02:45 PM

Posts I've Made

In Topic: Camera shaking when using following views

20 December 2012 - 03:57 PM

I can say that I honestly think the shaking is caused by how overdone your movement is. The code for your movement is way over the top and unnecessarily long. I think if you can make it more simple, and get rid of functions that are unreliable (In my opinion) like move_contact_solid, it could possibly look much better. May I suggest the classic if place_free(x-2,y) {x-=2}?


Thanks for the answer but you will notice the shake even only using D&D set_motion... Its not the code of my movement (apart from using floats for the speed). And I am indeed using the classic place_free(x-2,y) {x-=2}... just with some improvements for pixel-perfect collision detection.

Also, check your depths and see whats drawn in which order. That just about always helps with shakiness.


I had tried that, but wouldnt help either.

Finally, if I may add, the first link at the top when I tested it, had no shakiness whatsoever.


Yes, it is kinda hard to see, but if you move diagonally and pay attention to the player you'll see the shake.

In Topic: Camera shaking when using following views

15 December 2012 - 02:01 PM

Well, I must say that I see none of these "errors" and I have tested your example file too. I never use round for the positions either, (honestly, the blocks are STATIC so there is no need for it with them anyway!) and I set the view directly in the draw event, and never the step or end step.


uploaded an example in wich i moved the view code in the draw event and eliminated the use of round(): http://www.mediafire...ainefzxlf1enk1d
now the shaking can be seen a mile away :(

EDIT: i think that you dont know of this problem becouse in your games (or at least the few that are on your site) you dont take account of the fact that sqrt(2) != 1 in the diagonal movement. check your games, the player goes much faster if moved diagonal. thus you dont use float values for the player speed. camera problems show up when using float values for the "followed" object speed.

In Topic: Camera shaking when using following views

14 December 2012 - 10:30 PM

Most people use a separate camera object to follow in their views. You can then have the camera object stay on top of the player object, and maybe adjust the x/y coordinates to be a bit offset to have a "shake" effect.


I tried that too.. and hell, maybe i am misunderstanding you but i want to get rid of that goddamn "shake" effect.

In Topic: Camera shaking when using following views

14 December 2012 - 09:01 PM

Please guys.. is it possible that no one in the history of game maker used a following view? I dont think so...

In Topic: Camera shaking when using following views

09 December 2012 - 09:06 AM

Just use 60 fps (room_speed) instead of 30. 30 sucks, and it even happens with black objects.


The higher the room_speed (or the followed object speed) the higher you see the effect :(

And however the room_speed was 60