The screen shake in a pixel art scene never quite stops and the picture stays blurry
A shake that fades out should end on a perfectly still, sharp picture. With pixel graphics, tiny leftover movements keep it twitching by one pixel or leave it between pixels. Here is how to make it end cleanly.
Why this works
Tiny pixel art only looks sharp when everything sits on whole pixels. A wobble that fades smoothly ends in a long tail of tiny values that either blur the picture or flicker, so it has to be cut off cleanly at a point where it is no longer visible anyway.
When not to use it
Do not use it for smooth, high-resolution art, where small fractions look fine and a whole-pixel jump would look rough. It also does not suit a shake that must run for a fixed time, such as a long earthquake. Use the smooth version there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 18 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The screen shake in a pixel art scene never quite stops and the picture stays blurry" (read_entry camera-pixel-shake-that-comes-to-rest) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP