if you're familiar with AGS, you know that under specific conditions (running a 320x200 game with Direct3D) you can have high-resolution characters in a low-resolution game. Some consider it a glitch, some like it, and at the end of the day the causes of that peculiarity is very well known (it has to do with allegro and all that).
But now, WHAT IF I did this :
- creating a 640x480 DynamicSprite (and of course drawing anything i want into its drawing surface)
- putting a dummy character in the bottom-middle of the screen, with the appropriate walkable area (which could be : no WA at all, or with a 50% scaling -- in this thought experiment i'm not sure what would work, i'd need to try)
- setting the view/loop/frame of that character to point to the dynamic sprite i mentionned earlier
...wouldn't i get high-resolution graphics in my low-res game? Now imagine that this would be a window of text or something that's better in high resolution (like a console or anything required in some special debug mode). Wouldn't that work?
But now, WHAT IF I did this :
- creating a 640x480 DynamicSprite (and of course drawing anything i want into its drawing surface)
- putting a dummy character in the bottom-middle of the screen, with the appropriate walkable area (which could be : no WA at all, or with a 50% scaling -- in this thought experiment i'm not sure what would work, i'd need to try)
- setting the view/loop/frame of that character to point to the dynamic sprite i mentionned earlier
...wouldn't i get high-resolution graphics in my low-res game? Now imagine that this would be a window of text or something that's better in high resolution (like a console or anything required in some special debug mode). Wouldn't that work?