Animated tiles not lining up...

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greensdream

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I'm using animated tiles (set to Stepping with Direction Fix on) to simulate fire in the trees. The file I'm using has an ! at the beginning of its title. I have also attached the tiles to show that there should be no gaps... And a screenshot showing that there are gaps! Does anyone know how to align these tiles more perfectly?

Screen Shot 2019-08-23 at 11.54.17 AM.png

FullSizeRender.jpg
 

Tea's Jams

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Can your sprite sheet width be divided evenly by 3 and your height divided evenly by 4?
 

greensdream

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Can your sprite sheet width be divided evenly by 3 and your height divided evenly by 4?
I'm sorry, I'm not quite sure how to do that math... The animated tiles are 48x48 pixels which, when used with the stepping animation on, switch between three on the same row (144x48). The animated tiles sprite sheet is 576x384. An unofficial grouping of four (like the area with the flames) is 144x192. In each of the specifications I've listed them as width x height in pixels.

How would I determine if it can be divided evenly by 3 and the heigh divided evenly by 4?

Screen Shot 2019-08-23 at 1.59.56 PM.png

Yes! It can be divided evenly by 3! I feel ridiculous because I figured it out almost immediately after posting that reply. *sigh*

So I resize it and try again. I'll report back if it works. Thanks!

That definitely didn't work, but seeing it flicker in miniature made me giggle.Screen Shot 2019-08-23 at 2.12.54 PM.png
 
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Tea's Jams

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Your first post showed a single sprite sheet, so I asked if the width could be divided by 3, but if you're using a full sprite sheet, it should be evenly divisible by 12. Not that it makes a difference, since 12 is divisible by 3.

So, yeah. I'm not sure where your gap is coming from, maybe you are a pixel off on one of the edges somewhere?
 

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what is your game's screen size?
that pixel effect can have several causes, and one of them is if the screen size of the game does not divide by tilesize (48).
If you'r game's screensize is not a full multiple of the tilesize, then the browser has to recalculate partial tiles, and that can cause that effect.

another possibility is if your project's core is too old, there was an jitter error in early versions that had been corrected in one of the MV updates. Go to your project folder, open js/rpg_core.js with a text editor and tell us the number at the end of the title line (no number means 1.0) to check for that.
 

greensdream

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what is your game's screen size?
that pixel effect can have several causes, and one of them is if the screen size of the game does not divide by tilesize (48).
If you'r game's screensize is not a full multiple of the tilesize, then the browser has to recalculate partial tiles, and that can cause that effect.

another possibility is if your project's core is too old, there was an jitter error in early versions that had been corrected in one of the MV updates. Go to your project folder, open js/rpg_core.js with a text editor and tell us the number at the end of the title line (no number means 1.0) to check for that.
My game's screen size is 1280X720. Should I reduce it to a multiple of 1280 and 720 that is divisible evenly by 48?

I'm running v1.5.2
 

Andar

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set it to 1248x720 and check if that line is still there with that setting
 

greensdream

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set it to 1248x720 and check if that line is still there with that setting
THAT was the problem! Now, unfortunately, I have little slivers of black on either side of the screen in other parts of my game. Should I be worried about that at all or is it no big deal? I feel like I kind of have to choose one or the other.FullSizeRender-1.jpg
 

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I feel like I kind of have to choose one or the other.
yes, but it is not exactly you who choses this.

This behaviour depends on the driver settings and driver options of the display card where the game is played.
some drivers can be set to use non-standart screen sizes, but most drivers will fill that up with black because that is easier than recalculate the screens.

From the RMMV side, yes, you can only choose between jitter and small borders as you can't influence what display card your players have.
Most people go with the borders, because partial tiles can have other side-effects in addition to that event jitter.
 

greensdream

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yes, but it is not exactly you who choses this.

This behaviour depends on the driver settings and driver options of the display card where the game is played.
some drivers can be set to use non-standart screen sizes, but most drivers will fill that up with black because that is easier than recalculate the screens.

From the RMMV side, yes, you can only choose between jitter and small borders as you can't influence what display card your players have.
Most people go with the borders, because partial tiles can have other side-effects in addition to that event jitter.
I think I’m gonna opt for the small black borders, since this seems to have fixed all sorts of little jitters and stutters with my graphics in other places, too!

If the black bars bug me, I can always add a slight vignette overlay fading to black (via an image with transparency) so there are black borders all around and it becomes intentional.

Thanks for solving my issue!
 

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[dpost]greensdream[/dpost]
Actually, it was a triple post, which I have merged together for you this time.

If you want to add something, and no one has posted after you, just use the Edit button on your post and give the additional info/comment. In order to make it clear that this is an addition, a lot of people do this:

EDIT
Add stuff here.

If your query is fully resolved, please Report your post and ask for the thread to be closed. Mods might not see a post, but they will see a Report.
 

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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