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popiBROS1
  Posted: May 28 2008, 03:10 PM
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hey guys/girls thanks for fixing my wav overlapping problem but...
i have a new problem take a look wink.gif

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sometimes this happens
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this happens ALOT
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can any help me?
by the way i am using GM 7 (not pro)
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Elyk
Posted: May 28 2008, 03:32 PM
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I get this a lot, too.


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popiBROS1
  Posted: May 28 2008, 03:36 PM
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QUOTE (Elyk @ May 28 2008, 03:32 PM)
I get this a lot, too.

soooo theres no wat to fix this? huh.gif
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Elyk
Posted: May 28 2008, 03:43 PM
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idk, probably not, but it just happened to me in both directions
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fullscreen'd for larger image

This post has been edited by Elyk on May 28 2008, 04:34 PM


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Xgoff
Posted: May 28 2008, 03:49 PM
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probably gm ****ing up the textures and trying to draw null space... which you probably can't totally fix (unless you surround the sprite with a transparent border, so no colors touch the sprite's edges)

i get the same effect occasionally in MMF if i use certain shaders without taking the transparency thing into account:

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i'd imagine the scaling/positioning you're using isn't exact so you're getting trash pixels in there

This post has been edited by Xgoff on May 28 2008, 03:54 PM


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Littlink
Posted: May 28 2008, 05:29 PM
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This happens sometimes with weird image ratios and fullscreen things.

Or GM7 which kinda sucks.

Either way there are ways to fix this. First try different settings for fullscreen so it's not blurry/fuzzy/ugly and no longer does that. Maybe even go into the resolution options, YES THEM. They make the game look much better.

Then again it might not be fullscreen but just GM7 itself. I've never had this issue.

This post has been edited by Littlink on May 28 2008, 05:30 PM


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Cellnkocane
Posted: May 28 2008, 05:32 PM
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It could be an issue screen tearing. Where your game redraws itself in the middle of a screen refresh.


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Zero Kirby
Posted: May 28 2008, 05:41 PM
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Littlink is correct with the weird ratios, because that will cause several problems. However, the problem isn't GM7, because I'm using it to create a game (which I wish I wasn't), andI've also never had this problem...

Except under certain circumstances, but those are in GM6.1, and again, under certain circumstances.

Here's one example of the possible problem, and my own experience with it:

You're probably doing something involving image_xscale, which is how wide it is, and image_yscale, which is how tall it is. (These values are a great way to use less sprites in your game and therefore save space but most of your origins have to be centered.)

The values should always be exactly 1 or -1, because that prevents (or at least helps prevent) this from happening.

This kind of thing happens really often in my Paper Mario engine, where these values change irregularly to create the paper flip, but it's never happened to me in any of my other engines, so more than likely it's a freak thing.

Here's another possible problem:

Setting a standard window resolution (NEVER EVER EVER CHANGE THE RESOLUTION FOR THE WHOLE SCREEN) and making sure the room view is always exponentially proportional to the window size is very important. (By exponentially proportional, I mean, it's either half, equal to, twice, four times, eight times, etc.)

Of course, there's always the thing that GM is the one ****ing around, but since I've honestly rarely had the problem, that seems really unlikely.

Cellinkocane could also be right with the screen tearing thing.


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Elyk
Posted: May 28 2008, 08:30 PM
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it does it when not in fullscreen and with an image scale of 1 in both x and y.


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Miaxis
Posted: May 29 2008, 01:23 AM
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That also appeared in earlier Versions of GM,donīt flame GM7 please.XD
Actually I think it relies to collision problems,dunno how to fix it though.


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Ultramario
Posted: May 29 2008, 01:40 AM
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I get this problem too and I know exactly what causes it. It's because x/y position values are not integers. Only way to partly fix it is to use different screen scaling method (or make the object to be snapped to grid 1,1 all the time, but that would lead to stupid glitches).

This post has been edited by Ultramario on May 29 2008, 01:41 AM


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Littlink
Posted: May 30 2008, 11:55 AM
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QUOTE (Ultramario @ May 29 2008, 01:40 AM)
I get this problem too and I know exactly what causes it. It's because x/y position values are not integers. Only way to partly fix it is to use different screen scaling method (or make the object to be snapped to grid 1,1 all the time, but that would lead to stupid glitches).

draw_sprite(sprite_index,-1,round(x),round(y));


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rogueyoshi
Posted: May 30 2008, 01:04 PM
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QUOTE (Littlink @ May 30 2008, 12:55 PM)
draw_sprite(sprite_index,-1,floor(x),floor(y));

fixed

this kind of problem can also occur when the window and game surface are different sizes.

This post has been edited by rogueyoshi on May 30 2008, 01:08 PM


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