Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (778)
Games in Android Showcase (231)
games submitted by our members
Games in WIP (856)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  (too) fast scrolling  (Read 3033 times)
0 Members and 1 Guest are viewing this topic.
Offline 65K
« Posted 2012-02-19 09:16:31 »

Good day everybody.
Probably there is no solution to this anyway, but here is my issue:
For a 2D scrolling game, if sprites or tiles are moved faster than the monitor's refresh rate, typically 60Hz, thus more than 60 pixel per seconds, the resulting animation lacks a bit of smoothness, because it is simply impossible to see every single drawing position.
Only advice I found was to draw additional half-transparent images, but that did not really improve the visual impression.
What do you think about this ?

Lethal Running - a RPG about a deadly game show held in a futuristic dystopian society.
Offline pitbuller
« Reply #1 - Posted 2012-02-19 10:13:49 »

Motion blur.
Offline 65K
« Reply #2 - Posted 2012-02-19 10:58:07 »

Motion blur.
That's what I tried - but couldn't improve the visual impression. Maybe I have to do further experiments with it.

Lethal Running - a RPG about a deadly game show held in a futuristic dystopian society.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ra4king

JGO Kernel


Medals: 508
Projects: 3
Exp: 5 years


I'm the King!


« Reply #3 - Posted 2012-02-19 15:14:07 »

Maybe you're worrying too much about this. Do you think every game out there doesn't move more than 60 pixels a second? In a game amidst entities moving, animations animating, and stuff happening no one will notice these tiny details Wink

Offline 65K
« Reply #4 - Posted 2012-02-19 15:37:46 »

Maybe you're worrying too much about this. Do you think every game out there doesn't move more than 60 pixels a second? In a game amidst entities moving, animations animating, and stuff happening no one will notice these tiny details Wink
You could be right about that.
Maybe that's the urge of trying to get the best from two dimensions while feeling inferior to all the 3D stuff of these days Grin

Lethal Running - a RPG about a deadly game show held in a futuristic dystopian society.
Pages: [1]
  ignore  |  Print  
 
 

 
hadezbladez (349 views)
2018-11-16 13:46:03

hadezbladez (183 views)
2018-11-16 13:41:33

hadezbladez (349 views)
2018-11-16 13:35:35

hadezbladez (85 views)
2018-11-16 13:32:03

EgonOlsen (2179 views)
2018-06-10 19:43:48

EgonOlsen (2221 views)
2018-06-10 19:43:44

EgonOlsen (1379 views)
2018-06-10 19:43:20

DesertCoockie (2012 views)
2018-05-13 18:23:11

nelsongames (1670 views)
2018-04-24 18:15:36

nelsongames (2309 views)
2018-04-24 18:14:32
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!