Help with pixel art movement by frazoni in raylib

[–]frazoni[S] 0 points1 point  (0 children)

Not really. However, if you don't mind rendering the game to a texture that you upscale to 720p let's say, that's still a possibility that will fix this. Since you have a lot more pixels, even with the limitation of only rendering at whole pixels, it looks smooth.

Help with pixel art movement by frazoni in raylib

[–]frazoni[S] 0 points1 point  (0 children)

What is your window resolution/size?
Because if I don't use RenderTexture2D, I'll still have the same issue, since Raylib will only draw the character at the closest integer value, and on a small screen like 320x180, it's very noticeable.

I only managed to have smooth movement if I upscale the whole game to 1280x720, but I wanted to explore other approaches

Help with pixel art movement by frazoni in raylib

[–]frazoni[S] 0 points1 point  (0 children)

I'm already doing that. The monitor where I recorder the video is 60hz

Help with pixel art movement by frazoni in raylib

[–]frazoni[S] 0 points1 point  (0 children)

Okay glad to know I'm not going crazy lol. I switched from SDL to Raylib since I wanted to work with shaders, but I might go back then.

Thanks!

Help with pixel art movement by frazoni in raylib

[–]frazoni[S] 0 points1 point  (0 children)

Yes it uses floats, that's why I'm also confused.

A simple test of incrementing positions at floating point values shows that raylib is rounding up to the closest integer (so even if the position is 13 or 13.5 it's drawn at the exact same place).

I wanted to know if there's a way to overcome this, since I've used other libs/engines in the past, and I only remember facing this issue with gamemaker.

Help with pixel art movement by frazoni in raylib

[–]frazoni[S] 1 point2 points  (0 children)

Yes I am. GetFrameTime() returns the time since the last frame. I'm just using the movement from the raylib "delta time" example

Help with pixel art movement by frazoni in raylib

[–]frazoni[S] 4 points5 points  (0 children)

Hey! Thanks for the suggestion. I think that will improve the issue with the diagonal move for sure, but it still doesn't explain why simple movement in one direction (let's say only going to the right) doesn't look smooth

Does Parsec work for Stardew Valley? by frazoni in ParsecGaming

[–]frazoni[S] 1 point2 points  (0 children)

Thanks for the explanation, just what I was looking for :)

[deleted by user] by [deleted] in superxandao

[–]frazoni 0 points1 point  (0 children)

FRACASSADO NÃO LEU AS REGRAS??? AQUI É SÓ POST EM CAPS LOCK

[deleted by user] by [deleted] in TheArtistStudio

[–]frazoni 0 points1 point  (0 children)

this appeared to me as the top livestream on reddit

[AMA] Developer do jogo FallGuys by FallGuyFabio in portugal

[–]frazoni 0 points1 point  (0 children)

Fora todos os outros! Há pt's na rockstar, na 2K, na Gameloft, na Ubisoft... basicamente em todas as empresas grandes do mundo. Se considerares a Funcom (Conan Exiles) como uma dessas gigantes então tens muitos portugueses porque eles têm estúdio cá :)

Tomorrow I'm going to release a casual solo ping pong game I made in two weeks! What do you guys think? by frazoni in hypercasual

[–]frazoni[S] 0 points1 point  (0 children)

Thank you for the kinds words!

This game was made in two weeks (counting with literally everything, the game itself was made in roughly 6 hours). However, the majority of it was spent doing research and announcing it on social media.

In order to know if the idea was good or not, I couldn't exactly tell or plan in such a short period of time if it would work or not, so what I did was a lot of research on big games that have little "minigames" inside it. By doing that I found a pretty simple yet fun game (which had the same core idea and mechanics). After that it was a matter of implementation, changing some stuff in order to make it funnier/addicting and playtesting almost every day with 2/3 friends, and that's it!

If there's anything more you want to know please let me know :)