So I'm making a game in Clickteam, and I sent it to my friends a bit ago, and they experienced the game flashing white repeatedly. I was confused, and I tested it on a few computers, not experiencing this flickering. But I added another frame (the levels not the animation things) just before the frame where the flickering was happening, and now theres flickering for me? I don't know why it would be doing this.
the frames
proof of the flickering
also theres no clickteam tag so i kinda cant do that
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I am a student building a senior project in Gamemaker Studio for our capstone project as part of my Game Development concentration.
I am in charge of sprite creation, and currently, it is randomly deleting bits as I draw. So I will draw a couple of bits, and then it will randomly remove the surrounding bits of color. I am becoming increasingly irritated at this and I have no idea why this is happening. Any help would be greatly appreciated.
Effectively, I am designing a character and I'm trying to give his arms a bit more depth so I give him a few more tan-colored muscles. As I do, it erases the rest of his arm.
If you mean the Sprite Editor, then I recommend you using a different program for the sprites, as that one is completely garbage. I'm using Paint.net, its free and works in a similar way like the gms2 sprite editor but better. more plugins, more effects, better shortcut handlings.
If you still wanna stick to the gms2 sprite editor then I'll recommend restarting the game first. that's a problem I never had. Maybe you should check if you are drawing in different layers, and the blend modes of the layers. also maybe your brush is not just a pixel, but maybe a bigger brush.
I've got a scene with ~35k sprites which are all pretty much static. The goal is to create an image that the user can save, so having the output be consistent across platforms is ideal. Below is roughly the same scene as rendered in both browsers, firefox on my desktop on the left and mobile safari on an iphone 6 on the right. The ios one is a little blurrier because I just took a snapshot of it, but the code running on both is exactly the same.
It seems like the mobile safari version gets darker the more dense things are, like where the semi-transparent heads of the soldiers are overlapping it's just not averaging right. I've set premultipliedAlpha: false, messed with material blend modes, texture settings, and for the life of me I can't get the ios version to match. Any help would be appreciated! :)
I have a weird problem I can't figure out. I'm new enough to Unity 3D I have a hard time even posing the questions sometimes.
Take a careful look at this picture where I drew the red circles:
The problem is that both in the actual game and in the animation preview, this Mixamo character, using the Mixamo running animation, shows her feet under the ground. Actually, this is a problem with all animations. She does NOT start out under the ground (and in fact starts above ground.) But when the game runs, she falls to the ground (well, she doesn't really fall since she has no ridge body. She appears suddenly at level 0, which you'd think is right on the ground, but in fact it shows her a foot or two under the ground), and the animation then plays with her too low. She doesn't have a ridged body, so that is not the problem.
You can also see my settings for the animation. I've played around with all of them and can't fix it. This happens whether or not I apply root motion or foot IK.
Is there a way to 'lift' the animation up so that it is right on the ground?
I just found an issue in Unity. When i kept the T-Pose Model (Skinned) in a folder and the animation of it in another folder then the Animations turn out to misbehave. Like Legs twitching or parts of body going down. When I brought the T-Pose and other animations together in one folder and updated the reference in Rig of T-Pose then all became normal.
One shitty basic problem is just:
There's an obscure setting actually on "Layers" in Animator, on the "base" layer you have to explicitly turn on "IK Pass".
Only in very unusual situations would you want this "off", just another bizarre mistake by Unity.
Reimporting fixed the problem. I do not know why. It seems that when you play with the animations, they sometimes get corrupted.
I have recently followed this tutorial for my Player animations but my player is constantly in a jumping state. I've been trying to troubleshoot this for the past few days and I now know that the player walk animations works perfectly, it's just the jump. I've check the scripts and they all seem the be correct but the ground variable in the animator is always set to true. Can anybody help?
I have no idea what causes this, so I'll refine tags as some answers/comments start to guide me in the right direction.
Sometimes, images with monochrome stripey parts (whether the whole image is colour or not), exhibit a strange flashy effect as I scroll past them.
This is where I most recently saw it, in an article on Dezeen:
As I scroll past that image (with Chrome on OS X 10.9) the wall on the right goes darker and brighter, according to my rate of scroll.
If I get just the right scroll speed, it doesn't flicker - but it is in the 'dark mode', like someone in the scene has turned the lights off. If I speed up or slow down, it begins to flicker again - so I'm pretty sure it's not an optical elusion!
I saw it before with a couple of .gifs, I thought maybe it was a strange property of them. But the image above a is a .jpg.
What causes this effect?
I just tried to scroll this image down with my screen refresh rate at 60 Hz then 75 Hz: it seems to flicker more at 60 Hz... Maybe it's also due to display lag.
PS: You may have more precise answers here: http://physics.stackexchange.com
I think this is a Moiré optical illusion due to the wall's thin, closely put together horizontal lines, not anything to do with scrolling or display at all.
#SkipR's reply should have been the accepted answer.