Talking about the base, we keep some things from the original base, such as some parts of the movement routine and the actions system using group activation/deactivation, but everything with some rewritting and/or improvements (e.g. An extensive internal documentation was been written, including used qualifier and mathematical formulas.
The codes were built to be more economical, saving performance and making it easier for users to understand. The base 360 Platform Movement and physics is already finished, but there is always room to add something more in future releases - if necessary. The engine was built from the Sonic Worlds base, but it's entire core has been radically modified to offer infinitely greater precision, making Core a unique, cohesive and solid experience for Clickteam Fusion 2.5 PLUS. Some sources were used as a reference to do the physics, such as OpenMania and Sonic Physics Guide. Thank you so much for the idea.Core is a open-source Sonic engine created by myself in association with Tyson Tay, Lighto, Ainand, YohananDiamond, Chopp, Yonatankr, Dark, Carlos Ushiromiya, Dolphman, Yolkin, Troopsushi, Jeloboi, Joshyflip and Nuclear. Yes it is a little more work and yes it is a very old way to do it, but it DOES work and it will solve your problem with jaggies. Next in your program put the sprite and the disruption pattern at the same co-ords and bang. So in Fusion, make a copy of your sprite and then make a disruption pattern (use greyscale or if you really want to do it exact let your paint package smooth out the edge for you and just "Cut" the edge away and save it).
We simply overlay the outline on to the sprite with the jaggies and ta-da. What we got at the end was a dotted outline of the sprite. We then used a simple method to break up the outline by using a graphic filter set up with a "nearest colour match" parameter. What we did was to to take a sprite, and make a copy of it then remove everything but the edge of the sprite. However, long story short, sometimes because of the jaggies problem, we used a technique to cheat based on something called a disruption pattern (like a moiré pattern). In those times when I was making sprites I had to use HAM mode and calls to the Copper to get 4096 colours in to the sprite.Or sometimes we used a colour seeding method to make it look like more colours on screen. I don't know why it looks like that but apart from what Mobichan has said, I want to add a workaround for this which will help you.īack in the day when I programmed games for the 68000 machines we sometimes ran in to the problem of jaggies. One looks like its edge is more rounded and smooth while the other has defined square points on it and its not smooth. I know I must be doing something wrong because I've seen amazing pro-looking games like The Escapists running on Fusion (although admittedly that game is a pixel game which is not "smooth" looking at the edges.)īecause I work with graphics a lot I can see a diff in the pictures. Maybe the term "stair-stepping" isn't entirely accurate - but the images kind of look like they were cut with scissors around the edges, if you look closely. Here is another example, this one shows a smooth on-screen image (although blurry, not sure why that is, it looks sharp actually) when I am building the game in Fusion:īut then when I actually run the game, the image has stair-stepping: Here is a screen shot (in-game, Fusion running) so you can see what I'm talking about : The images were created in Inkscape (vector) and exported to png format.
I am running the game in 1920 x 1080 although I noticed that it doesn't seem to matter what res I choose, all of the vector-based png images have jagged outer edges. I have checked and unchecked Anti-Aliasing, no difference. I notice that my vector-built backgrounds and sprite images have jaggies and a stair-stepping look to them. So I tried finding an answer on my own but got nowhere so I figured I'd go to the experts here.