How can I avoid motion blur/ghosting?

Hi there! Great engine you’ve got here.

I’ve been working on a pixel art game called Gary’s Lament. I’ve actually already made a lot of it with my homegrown game engine, which you can see here: http://gary.herostrat.us/. You may find certain aspects of it are familiar to you. I’ve been looking into Defold as I think it will accelerate my progress somewhat — I’m no game dev.

I’ve got about half way through reimplementing the walking and come up against something. When I make my player walk about, there’s some really significant blurring/ghosting(?) of the map. This is something I’d like to avoid.

You can see the issue here: http://gardener-angelina-47084.netlify.com/ by holding down the right arrow key. The floor tiles in particular become much lighter.

I’m fairly sure this is a common problem people encounter but I’m finding it hard to figure out. Can anyone give me any kind advice?


That’s the summary. More detail below:

I’ve tried setting default_texture_min/mag_filter to no effect (presumably because it’s not a graphic scaling problem). I’ve also noticed that when I try to make a gif recording it looks fine — presumably because the gif framerate is low. However, my homegrown version doesn’t have this issue, so I figure it isn’t inherent to my assets or anything.

It’s also worth confessing that my attempts to recreate the aesthetic of a certain popular GB game I’ve implemented the movement stepwise. Every frame I move the character in the chosen direction by 4 pixels — rather than using physics or anything like that. I could probably try going the physics route if that would help, but I get the feeling it would be a bit arduous.

Thanks for reading!

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I may be wrong but this may be an illusion because of way most screens work and how light the colors are for those tiles.

Test a darker color map / palette to see if the problem goes away.

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And I just remembered I put a tint on my homebrewed version!

Didn’t occur to me it would make such a difference. That fixes it. Thanks so much!

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Great! I’m happy you figured out what was wrong! And I’m super excited that you’ve given Defold a chance. If you have the time then please share your experience of working with Defold. What were the challenges of porting your game to Defold? What parts of the porting process went smooth?

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I was thinking of maybe starting a dev diary on here anyway — so I think I will and hopefully that will be some way of an answer to your questions!

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