I’ve just implemented a follow camera in a low resolution retro platformer. The resolution of the game is 320 x 180. But there is an issue with the smoothness of the camera with lerp.
When the Camera catches up with the Player at the last few movements until it’s zeroed in, it’s noticibly jerky.
I’ve tested tuning off Rounding Pixels to see if that makes any difference, it doesn’t.
I’ve not had the same issue in Construct or Unity with the same low resolution - I’m wondering if it’s as good as I can get in GDevelop?
All the info online seems to be for higher resolution games and they all use the same lerp method.
Using a standard camera without lerp is too fixed and looks too basic, but with lerp added, it isn’t much better. I think it’s how Gdevelop is interpolating the pixels on a fixed pixel grid, where as other engines don’t do this by default.
I also did notice that if you rotate and object in the editor manually (Angle), then the sprite object is smooth, similar to how other game engines render pixel art:
But if you rotate the sprite in the Events/Actions, you get a very pixelated output:
Perhaps moving and rotating in the Events/Actions it works differently to the Scene view under the hood.
Is there anything else that can be done to make the camera smoother in GDevelop?