Resolution size

Started by ld-airgrafix, Wed 04/03/2020 07:32:26

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ld-airgrafix

My strength is comic book art style, heavy inks and so in. Is it possible to have larger sprites in smaller resolution windows. Im not good at pixel art, i would prefer a clean high resolution style. I have used search to find solution but no luck
Thanks

Khris

If I understand correctly, yes: Feria D'Arles does this.

It's a low res game but uses huge sprites scaled down to low percentages. And since the game can be set to use the resolution it's running at to scale sprites as opposed to its native one, you'll get highres sprites on a lowres background.

If I misunderstood, please clarify.

ld-airgrafix

Quote from: Khris on Wed 04/03/2020 08:32:26
If I understand correctly, yes: Feria D'Arles does this.

It's a low res game but uses huge sprites scaled down to low percentages. And since the game can be set to use the resolution it's running at to scale sprites as opposed to its native one, you'll get highres sprites on a lowres background.

If I misunderstood, please clarify.
My sprites are 200 pixels tall and if I use a resolution of say 320 height, you can just imagine how large the sprite will appear, and if I use art software to resize the sprite to say 80 pixels tall, it becomes blurry and ends up having soft edges. So how exactly do I have high resolution sprites in small window resolutions? I apologise if this doesn't make sense

Crimson Wizard

Quote from: ld-airgrafix on Wed 04/03/2020 09:02:54So how exactly do I have high resolution sprites in small window resolutions?

Not small window resolution, but small game resolution shown in a high window resolution.

There' is a trick.

If you have a game which native (original) resolution is, say, 320x200, you may still display it in a 1920x1080 window. That scales the game pixels up, of course.

AGS supports a mode in which it draws certain things (characters and room objects) in window resolution instead of game resolution. You take a 200x200 sprite, tell it to scale down in 320x200 game, to make it fit, and then run game in the aforementioned mode. The room backgrounds will be drawn in 320x200 and scaled up, but character sprites will be drawn and scaled in final window resolution (1920x1080), which will keep their fine looks.

Like I said, this is a trick, and it strongly depends on what is the real display resolution. So the final result will depend on how your players run the game. The smaller the window, the more pixelated character sprites appear.

Khris

...but, my post up there. Did you two even read it? :P
I mean one of you even quoted it in full, for whatever reason.

ld-airgrafix

Quote from: Khris on Wed 04/03/2020 17:02:39
...but, my post up there. Did you two even read it? :P
I mean one of you even quoted it in full, for whatever reason.
I read your post, i was answering to you. Im having hard time understanding resolutions and sprite sizes, so i went further explaining my problem to you, might help you better understand my issue. I do appreciate the help

Matti

Just to be sure:

Do you

A) want a "clean high resolution" game? Then use a high resolution.

B) want "clean high resolution" characters, but pixely backgrounds with low resolution, then do it like Khris suggested: Use a low resolution for your game, but a high resolution for your characters and scale them down.

Crimson Wizard

Quote from: Matti on Wed 04/03/2020 21:45:19
B) want "clean high resolution" characters, but pixely backgrounds with low resolution, then do it like Khris suggested: Use a low resolution for your game, but a high resolution for your characters and scale them down.

I think it's important to clarify what "scale them down" means here. Not scaling down the original sprite (that would defeat the purpose), but use original hi-res image yet scale down the object, using its in-game property or walkable area zoom property.

Matti

Exactly. Thanks for the clarification  :)

Khris

Here's an example (warning: big, ugly image ahead):

Spoiler
[close]
That's a 320x200 game displayed at 1280x800 using the x4 filter, and a 200 pixels tall character sprite used for a character scaled to 25%.

Now usually, the character sprite gets her pixels scaled to 25%, then upscaled again to x4 with the rest of the game. But if you check "render sprites at screen resolution" in winsetup.exe, the scaling of the character uses window pixels, not game pixels. The result will be like above.

Danvzare

#10
Quote from: Khris on Thu 05/03/2020 01:09:12
Here's an example (warning: big, ugly image ahead):
Kinda reminds me of an extreme version of some of Midway's early arcade titles:

Spoiler

Spoiler

Although these have sprites that are twice as big as the background, they look quite nice.
Your example though, shows that four times as big is clearly a bad idea.

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