Why are my grid lines visible when I test the scene?

BMJ

  • Posts: 278
Hi,

I'm making a platform game with Stencyl 3.1 and I can't seem to get my  grid lines to be invisible when I test the scene ... they are not "solid" lines, but they are semi-transparent ... very faint but definitely there. More obvious in the darker colored tiles, as in the second picture attached.  This happens no matter what the tiles look like, even if they are just simple, flat, solid colors without any texture or details. Any ideas?

Thanks for any help. :)

rob1221

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Which platform are you testing on, and what are your display settings for that platform?

BMJ

  • Posts: 278
Thanks for replying -

I am testing it on the Flash player platform, with display settings of:

Screen size: 640 x 352
Scale: 4x
Scale mode: Scale to Fit (Full screen)
Maximum Scale: 4x
Start in Full screen: yes

rob1221

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Were your tiles created and imported at 4x?

BMJ

  • Posts: 278
Yes, they were.

rob1221

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I can't reproduce the problem with the same settings so I'll need a sample game to look at.

BMJ

  • Posts: 278
OK -- so I've figured out what causes the gridlines, but I don't know how to solve it. If I import graphics into a tileset with the settings "Scale (Highest 4x)" and either "bicubic" or "bilinear" resizing, I get the permanent gridlines. If, instead, I  import the graphics using either "no smoothing" or "2x scale" (w/ the bicubic/bilinear smoothing on), there are no gridlines ... (but the graphics look bad without the smoothing or at the wrong scale.)

I will certainly still pass along a sample game if you think that would still be helpful. How do I do that? (I have some programming experience in Blitz Plus, but I'm very new to Stencyl).

On a side note -- how common is it for a Stencyl game to include all hi-res 4x scale graphics? Does the game size get out of hand very quickly? Should I maybe be aiming for mostly 2x scale and save the 4x scale for select things?

rob1221

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  • Posts: 9473
Could you attach the tileset you're using in the second screenshot?

Quote
On a side note -- how common is it for a Stencyl game to include all hi-res 4x scale graphics? Does the game size get out of hand very quickly? Should I maybe be aiming for mostly 2x scale and save the 4x scale for select things?
I'm guessing you're targeting a desktop game since web games only need one scale.  I'm not sure how much 4x images matter when targeting desktop.  If you set the max scale to 2, then on any monitor that triggers 4x images, the game will use 2x images scaled up.

BMJ

  • Posts: 278
Sure, here is the tileset from the second picture ... but be aware that there are vertical and horizontal "grooves" in the tiles (from the canvas texture I used to paint them) and these grooves are not the grid lines I'm talking about.

(FWIW, the gridlines appear whenever I import other people's tilesets into the game using 4x scale and bicubic/bilinear smoothing, as well).

As for target platform -- I was thinking a demo game for flash with an option to d'load the full game for desktop.

BMJ

  • Posts: 278
ack, that's not the right tileset ... sorry ... I think i already deleted the other one (it was just a placeholder tileset I made quickly).


BMJ

  • Posts: 278
But, at any rate -- I've resized my current tilesets down to half the size and imported them at 2x scale w/ bicubic smoothing and they look just as crisp as the 4x scale, except without the annoying gridlines, so I suppose the problem is "solved" ... at least for my case, since I don't think I'll want to use 4x scale gfx for tiles, now that I know it won't make any visual difference. I'd still be happy to pass along a sample level if you're interested in investigating further as to why the 4x scale imports were "gridlined" ... but that's up to you.

Thanks for the help. :)

« Last Edit: June 25, 2014, 03:42:44 pm by BMJ »

noxtudios

  • Posts: 293
Sorry to dig out an old tread, but this is the latest and only thread I can find..

I am also getting this issue importing actors and tiles using  4x import w/ the bicubic/bilinear smoothing on.
It adds a faint line around the image when used.

Did the OP ever find out what was causing it? Or a better solution to 2x import?

BMJ

  • Posts: 278
The problem went away for me when I went to using 2x scale graphics. (which turned out to be what I should have been using anyway, since the game is a desktop platform game). I haven't tried using 4x graphics since then as I'm not making mobile games, so I never got to a solution for 4x grraphics.

noxtudios

  • Posts: 293
Thanks..

I have retested with 2x and i am getting the issue still, its basically stopped me dead..
I have tested with different grid sizes and images, still no luck.

I'm surprised that more people have not reported this.


Attached a sample, this is just a standard default scene with imported green box as an actor

Luyren

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  • Posts: 2802
This is a 6 year old thread. While the due dilligence in looking for related issues is appreciated, it would best if you could create a new thread and provide as much detail as possible, including but not limited to: what are you tried to do, what resources are you using, where are you seeing the issue.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.