Homebrew Homebrew game Citro2D Sprite artefacts

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BlyZe

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When my sprite jumps there are these weird artefacts you can see in the video.
I thought it could be caused by the ground texture underneath.
Any idea how I could fix that?

Video


Thats my sprites.t3s file:
Code:
--atlas -f rgba8888 -z none
ground.png
sun.png
cloud.png
game_over.png
trex_running_1.png
trex_running_2.png
trex_jumping.png
trex_ducking_1.png
trex_ducking_2.png
trex_hit_1.png
trex_hit_2.png
enemy_cactus_1.png
enemy_cactus_2.png
enemy_cactus_3.png
enemy_cactus_4.png
enemy_cactus_big_1.png
enemy_cactus_big_2.png
enemy_cactus_big_3.png
enemy_cactus_large.png
enemy_bird_1.png
enemy_bird_2.png

If you need more files or code check this GitHub repo: https://github.com/BlyZeYT/T-Rex-Game-3DS
Post automatically merged:

Fixed it by adding
Code:
--border transparent
to the sprites.t3s file.
 
Last edited by BlyZe,
I'm having a few issues trying to build and run your project.
The project can't be build straight away since the generated dependency files are also committed.

I do like to make a few suggestions;

Make sure to do a 'make clean' before committing, or explicitly exclude the 'build' and 'romfs' folders in your .gitignore file.
When i build the project from scratch, it doesn't run for me. Just a black screen, and not registering input (start to quit).

Let's just blame my development environment for now. But it wouldn't hurt to add some additional error handling, and maybe enable the console during development to show some debug info such as fps, init info and entering the main loop.

Otherwise, the first thing which comes to mind would be to try and disable the 'vsync', like so: C3D_FrameBegin(0);.
I see you've already found a solution! Awesome!

Unfortunately, i can't test your application without modifying beyond this point.
 
Last edited by Deleted member 372186,
I'm having a few issues trying to build and run your project.
The project can't be build straight away since the generated dependency files are also committed.

I do like to make a few suggestions;

Make sure to do a 'make clean' before committing, or explicitly exclude the 'build' and 'romfs' folders in your .gitignore file.
When i build the project from scratch, it doesn't run for me. Just a black screen, and not registering input (start to quit).

Let's just blame my development environment for now. But it wouldn't hurt to add some additional error handling, and maybe enable the console during development to show some debug info such as fps, init info and entering the main loop.

Otherwise, the first thing which comes to mind would be to try and disable the 'vsync', like so: C3D_FrameBegin(0);.
I see you've already found a solution! Awesome!

Unfortunately, i can't test your application without modifying beyond this point.
That's weird. Maybe it's something in the makefile that doesn't exist on your maschine?
Also I have VSync off so I don't have to use DeltaTime to time the animation speed.

Cleared the github repo from unneeded files like you suggested.
 
Last edited by BlyZe,
That's weird. Maybe it's something in the makefile that doesn't exist on your maschine?
Also I have VSync off so I don't have to use DeltaTime to time the animation speed.

Cleared the github repo from unneeded files like you suggested.

I'm using a unix environment, so it' might very well not include the romfs properly since the path may differ.
Since the application doesn't even enter the main loop for me, i would suspect the application hangs on the romfsInit();.
I can't see a reason why it wouldn't continue otherwise. But hey, do not care about my environment.

Al least you've been able to solve the issue you were facing. The reason i'm mentioning the 'C3D_FRAME_SYNCDRAW', (i was wrong btw as it should have been 1 for 'C3D_FRAME_NONBLOCK') i've experienced a lot of graphical issues from which most noticeable, screen tearing, caused by this.

But, it's just a guess since i can't run the application myself. Otherwise, looks like a fun project! Love to see what you can come up with.
 
I'm using a unix environment, so it' might very well not include the romfs properly since the path may differ.
Since the application doesn't even enter the main loop for me, i would suspect the application hangs on the romfsInit();.
I can't see a reason why it wouldn't continue otherwise. But hey, do not care about my environment.

Al least you've been able to solve the issue you were facing. The reason i'm mentioning the 'C3D_FRAME_SYNCDRAW', (i was wrong btw as it should have been 1 for 'C3D_FRAME_NONBLOCK') i've experienced a lot of graphical issues from which most noticeable, screen tearing, caused by this.

But, it's just a guess since i can't run the application myself. Otherwise, looks like a fun project! Love to see what you can come up with.
It's a Chrome T-Rex Game clone for 3DS but I'll add some 3DS exclusive features (if I have some ideas lol).
I will make a post when it's finished :yay3ds:

Thanks for helping though ^^
 

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