Xna game development - Game background issue - xna

Im starting with XNA and i need an advice about the following.
I have a .jpg file with my space ship game background with the following size:
width: 5000px
height: 4800px
When i try to load the texture i get the following error:
Texture width or height is larger than the device supports
What is the most used technique to move the background at the same time that your ship is moving?
Thanks a lot.
Kind Regards.
Josema.

One way would be to separate your image into smaller tiles and draw the visible ones.
However this technique suffers from a problem when bilinear sampling is used, because the colors bleeds from the one side of the texture to the other. You can probably compensate by disabling texture WRAP sampling or by grabbing a single of pixels from the tiles next to.
For example if you want 256x256 textures, you would only display 255x255 tiles, because one line (right and bottom) is a copy from the tiles next to it.
Hope it makes sense, otherwise I'll have to paint a picture :-)

The texture limit is determined by graphics card, I believe.
You want to break the texture down to smaller images.
Try something like this. He's tiling a simple 40x40, but you might use it a a guideline on how to tile yours.
http://forums.xna.com/forums/p/19835/103704.aspx

To move the background at the same time that your ship is moving you can implement a camera.
The following links might help-
http://adambruenderman.wordpress.com/2011/04/05/create-a-2d-camera-in-xna-gs-4-0/
http://www.dreamincode.net/forums/topic/237979-2d-camera-in-xna/

Related

SpriteKit sktilemapnode vertical line glitch

I am making a 2d platformer and I decided to use multiple tilemapnodes as my backgrounds. Even with 1 tile map, I get these vertical or horizontal lines that appear and disappear when I'm moving the player around the screen. See image below:
My tiles are 256x256 and I'm storing them in a tileset sks file. Not exactly sure why I'm getting this or how to get rid of this and it is quite annoying. Wondering if others experience this as well.
Considering to not use the tile maps, but I would prefer to use them if I can.
Thanks for any help with this!!!
I had the same issue and was able to solve it by "extruding" the tiled image a couple pixels. This provides a little cushion of pixels to use when the floating point issue occurs instead of displaying nothing (hence the gap). This video sums it up pretty well.
Unity: extruding tile map images
If you're using TexturePacker to generate your sprite atlas' there is an option to add this automatically without having to do it to your tile images yourself.
Hope that helps!
Sort of like the "extruding" suggested by #cheaze, I simply make the tile size in the drawing code a tiny amount larger than the required tile size. This means the assets themselves do not have to be changed.
Eg. if you assets are sized 256 x 256 and all of your calculations are based on that; draw the textures as 256.02 x 256.02 pixels in size:
[SKSpriteNode spriteNodeWithTexture:texture size:CGSizeMake(256.02, 256.02)];
Only adding .02 pixel per side will overlap your tiles automatically and remove the line glitches, depending on your camera speed and frame rate.
If the problem is really bad, you can even go so far as to add half a pixel (+0.5) or an entire pixel to remove the glitches, yet the user will not be able to see the difference. (Since a one pixel difference on a retina screen is hard to distinguish).

Why does gaps between tiles in an orthogonal tilemap cocos2d game appear when running on iPhone?

I'm trying to make a tilemap-based game using cocos2d 2.1 and Tiled 0.9.1. The game runs perfectly on the simulator, but I have gaps (artifact lines) between the tiles when running on the device.
Please see the screenshot.
The diff is the difference (made in photoshop) between the original tile (taken straight from the png of the tileset) and the tile as rendered by cocos2d. As you can see, in simulator they are 100% identical. However, on the device it seems that cocos2d shrinks the tile texture vertically by just a little bit. The 1 pixel stripe is actually the texture above the troublesome tile in the tileset.
Any idea what caused this and how to fix it?
While using this answer In my case enabling CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL was not enough.
I also added the following code to AppDelegate::applicationDidFinishLaunching() function and rounded values passed to setPosition(x, y) function to nearest int.
Director::getInstance()->setProjection(Director::Projection::_2D);
I use cocos2d-x 3.4.
Not certain why this happens on devices only, but you should read in ccConfig.h for parameter CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL. This in itself is a bad kludge, but it gives you a hint as to where to look.
Basically, you should make certain that all your positions are on an exact pixel boundary, ie on non-retina devices cast them to int, and on retina devices round to the nearest exact multiple of .5. Best way to ensure that is to make all your textures w,h even numbers ... the onus is on the artist for anything that will not move. If you move things, and the final position is calculated (for example in a ccTouches move,end), make certain you do this rounding there. Beware of batch nodes : the node itself, and all its children should be on pel boundary.

Can I draw and animate vectors in iOS without resorting to bitmap images?

Can I do this?
My question arises from the need of a button that I'm animating when a user touches it.
This animation has been made with a set of 30 png images (half a second of animation # 60FPS). This totals 60 images for regular and retina screens. It works quite well this way, but I'm not happy about it.
My goals are:
1 - Drastically reduce the size of my app (e.g my background is a 400KB png file, but with quartz I can do it with a dozen lines of code).
2 - Do with it with a perfect, smooth animation, as light on the CPU/GPU as I can.
So, is there anyway I can do this?
I have the images in pure vector, and I can draw them with Quartz. But not animate it without having to redraw everything for every frame. (Well, the animation is a "2 way street", it's the coming back that would be problematic to redraw)
Are there any APIs/Frameworks that would help me do this? How would I go about it?
Thank you!
Take a look at CAShapeLayer. It's path property is animatable. For an animation to look good it's important that the from & to shape in the animation have the same amount of points. So depending on your shapes this might or might not work.

OpenGL ES: Drawing small objects

To best illustrate the issue I'm having, I created a short screen grab. Watch it here: http://cl.ly/1o3p3x2e2J1a1d3d2N1Q
Basically, the stars on the screen, as they're animated across the screen from right to left, are dimming and brightening on their own. I'm not intending on this happening. When you zoom in, the issue disappears.
My hunch is that this has to do with the size of the objects being drawn and the pixel boundaries. Is this correct? What is the best way to go about fixing this issue?
Thanks!
---Edit---
Here's how I'm loading the texture: http://pastebin.com/RDc8x7Te
And, here's how I'm setting up OpenGL ES: http://pastebin.com/SpvAqPqA
You use nearest and linear for scaling textures, which are both not very accurate. You might want to use linear for both, or build mipmaps. Also in case you use an orthogonal view, try aligning your geometry on pixels.

How to scale on-screen pixels?

I have written a 2D Jump&Run Engine resulting in a 320x224 (320x240) image. To maintain the old school "pixely"-feel to it, I would like to scale the resulting image by 2 or 3 or 4, according to the resolution of the user.
I don't want to scale each and every sprite, but the resulting image!
Thanks in advance :)
Bob's answer is correct about changing the filtering mode to TextureFilter.Point to keep things nice and pixelated.
But possibly a better method than scaling each sprite (as you'd also have to scale the position of each sprite) is to just pass a matrix to SpriteBatch.Begin, like so:
sb.Begin(/* first three parameters */, Matrix.CreateScale(4f));
That will give you the scaling you want without having to modify all your draw calls.
However it is worth noting that, if you use floating-point offsets in your game, you will end up with things not aligned to pixel boundaries after you scale up (with either method).
There are two solutions to this. The first is to have a function like this:
public static Vector2 Floor(Vector2 v)
{
return new Vector2((float)Math.Floor(v.X), (float)Math.Floor(v.Y));
}
And then pass your position through that function every time you draw a sprite. Although this might not work if your sprites use any rotation or offsets. And again you'll be back to modifying every single draw call.
The "correct" way to do this, if you want a plain point-wise scale-up of your whole scene, is to draw your scene to a render target at the original size. And then draw your render target to screen, scaled up (with TextureFilter.Point).
The function you want to look at is GraphicsDevice.SetRenderTarget. This MSDN article might be worth reading. If you're on or moving to XNA 4.0, this might be worth reading.
I couldn't find a simpler XNA sample for this quickly, but the Bloom Postprocess sample uses a render target that it then applies a blur shader to. You could simply ignore the shader entirely and just do the scale-up.
You could use a pixelation effect. Draw to a RenderTarget2D, then draw the result to the screen using a Pixel Shader. There's a tool called Shazzam Shader Editor that let's you try out pixel shaders and it includes one that does pixelation:
http://shazzam-tool.com/
This may not be what you wanted, but it could be good for allowing a high-resolution mode and for having the same effect no matter what resolution was used...
I'm not exactly sure what you mean by "resulting in ... an image" but if you mean your end result is a texture then you can draw that to the screen and set a scale:
spriteBatch.Draw(texture, position, source, color, rotation, origin, scale, effects, depth);
Just replace the scale with whatever number you want (2, 3, or 4). I do something similar but scale per sprite and not the resulting image. If you mean something else let me know and I'll try to help.
XNA defaults to anti-aliasing the scaled image. If you want to retain the pixelated goodness you'll need to draw in immediate sort mode and set some additional parameters:
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None);
GraphicsDevice.SamplerStates[0].MagFilter = TextureFilter.Point;
GraphicsDevice.SamplerStates[0].MinFilter = TextureFilter.Point;
GraphicsDevice.SamplerStates[0].MipFilter = TextureFilter.Point;
It's either the Point or the None TextureFilter. I'm at work so I'm trying to remember off the top of my head. I'll confirm one way or the other later today.

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