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Messages - Kepler4
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General Discussion / Re: How does scaling work in a game with Pixel sprites?
« on: September 19, 2015, 04:05:17 am »
OS resolution scaling can blur certain things. I don't think it's a problem for drawing tools, but I'm not sure. It's usually UI fonts that suffer most.
Let's say I like the look of GBA pixel art which is 240x160. Does that mean I should make everything at 240x160 and have the game scale to screen size? 
As usual, things aren't so simple: game art is meant to look "good", whatever your intent is, only at a certain resolution (on any modern device, vastly higher than on the GBA), in a certain range of viewing distances (comparable to the GBA on a similarly handheld smartphone, larger on a computer screen, much larger in a TV and couch console setup), and with specific technology (current LCD displays are likely to have better contrast and brightness than the GBA). Anything else means your art won't look as intended: confusingly small at excessive distance, jagged and noisy if the display is too sharp and/or close, possibly too dark or too bright or with strange colours.

GBA art was as detailed as the small and close GBA screen allowed; assuming you have GBA-like sprites to adapt, if you want a similarly detailed appearance you have to scale everything up with adequate antialiasing and retouch anything that was simplified (redrawing from scratch using the original as a reference might be a better idea), while if you want a blocky retro appearance many combinations and compromises of nearest-neighbour scaling, palette-respecting interpolation tricks like HQ2x and hand-retouched antialiasing are possible.

I'm not moving things form a GBA size to a PC screen size. I'm trying to understand how I decide how big the sprites are because there are multiple resolutions that a game could be played at.

GBA art was as detailed as the small and close GBA screen allowed; assuming you have GBA-like sprites to adapt, if you want a similarly detailed appearance you have to scale everything up with adequate antialiasing and retouch anything that was simplified (redrawing from scratch using the original as a reference might be a better idea), while if you want a blocky retro appearance many combinations and compromises of nearest-neighbour scaling, palette-respecting interpolation tricks like HQ2x and hand-retouched antialiasing are possible.
Or you just do what we've been talking about in this thread and find a good, simple scaling algorithm? I wouldn't recommend anything that "smartly" adapts the pixels like HQ2x, you want to always go for nearest-neighbor.

But where and how? Are we talking about an in-engine thing or something like Rotsprite?

Well anyway, 'I like 240x160, I'll target that' is not quite sensible thought process. The feel of the final result is really about size of each 'pixel'; if you like 240x160 you need to think about how large the pixels will need to be on phone, using information about the respective PPIs of the GBA and of the phone screen. There is also stuff relating to different contrast ratios of displays which can heavily effect color quality.

In your position I would be making up some sample images, with different numbers of real pixels per seen 'pixel' -- 1x, 2x, 3x, 4x.. uploading them to the phone, figuring out some way to view them at exactly 100% zoom, and getting a feel for how the different scale factors look on phone. As well as the cosmetic conditions affecting it -- glare and cut-down display technology. Preparing some color gradient and texture samples to compare computer screen vs phone would be smart too, now that I think of it..

Then you would be in a position to make an informed decision about art design for your game.

(OT-ish: yeah, HQ2x, scale2x, 2xsai etc all, from experience, have this 'levels of detail' problem: The art was made at X level of detail and semi-smart guessing about implied shapes will only ever resolve those shapes more clearly, not change the design to give you 2x more detail / expression -- which is what naturally happens when you have more pixels to work with. They all have a 'coarse' feel as a result.)

OK that makes sense to me. So I would make some test are and see how it looks on my monitor in fullscreen. But what happens if I want the game to support 4k? Does it need to scale up?

Well anyway, 'I like 240x160, I'll target that' is not quite sensible thought process. The feel of the final result is really about size of each 'pixel'; if you like 240x160 you need to think about how large the pixels will need to be on phone, using information about the respective PPIs of the GBA and of the phone screen. There is also stuff relating to different contrast ratios of displays which can heavily effect color quality.

In your position I would be making up some sample images, with different numbers of real pixels per seen 'pixel' -- 1x, 2x, 3x, 4x.. uploading them to the phone, figuring out some way to view them at exactly 100% zoom, and getting a feel for how the different scale factors look on phone. As well as the cosmetic conditions affecting it -- glare and cut-down display technology. Preparing some color gradient and texture samples to compare computer screen vs phone would be smart too, now that I think of it..

Then you would be in a position to make an informed decision about art design for your game.

(OT-ish: yeah, HQ2x, scale2x, 2xsai etc all, from experience, have this 'levels of detail' problem: The art was made at X level of detail and semi-smart guessing about implied shapes will only ever resolve those shapes more clearly, not change the design to give you 2x more detail / expression -- which is what naturally happens when you have more pixels to work with. They all have a 'coarse' feel as a result.)

What I did is create a PC version of the game and tested it at every resolution. The only method is to build in that buffer of sprites with "useless" filler. If you are targeting a wide range of devices, it's the only option for a pixel perfect picture at every resolution.

"The only method is to build in that buffer of sprites with "useless" filler." What do you mean by this?

EDIT: Basically my question is, does the art in a pixel game work like a movie? The movie's resolution does not change but it stretches to the screen size. One pixel becomes several pixels. Since it is pixel art it does not become blurry unless you're screen size to distance is all wrong.

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General Discussion / Re: How does scaling work in a game with Pixel sprites?
« on: September 17, 2015, 08:09:07 pm »
OS resolution scaling can blur certain things. I don't think it's a problem for drawing tools, but I'm not sure. It's usually UI fonts that suffer most.

OK thanks.

I have a few more questions about scaling.

Let's say I like the look of GBA pixel art which is 240x160. Does that mean I should make everything at 240x160 and have the game scale to screen size?  (Example: http://i.imgur.com/CMgSs.jpg)

(Another example of the resolution I am considering: http://33.media.tumblr.com/91268f51edbe017edac635157a1c333d/tumblr_nlaq8aGXw61qze3hdo1_500.gif)

Is it just counting pixels to make sure your sprites are the right size for your background?

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General Discussion / Re: How does scaling work in a game with Pixel sprites?
« on: September 06, 2015, 02:53:17 am »
I'm assuming if I use something like Paper2D this stuff will already be built into the engine, correct?
Most engines these days DON'T have it built in, but there's usually quite a few ways to handle it. The texture filtering you want is nearest neighbor (doesn't blur pixels).

Well I guess I'll have to inquire about that when I get to it.

Does OS resolution scaling matter much? I'm looking into a new monitor with good color accuracy and I want to make sure I don't choose something with a very high DPI if that is going to mess with my work.

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General Discussion / Re: How does scaling work in a game with Pixel sprites?
« on: September 04, 2015, 05:33:20 am »
I get it now. Thanks guys, I was really overthinking it.

The game is made in a low res to create the art style then those original pixels become "pixel shapes" created by several pixels on a higher res monitor. For some reason I'm not sure what I was thinking before but I'm glad I understand now.

I'm assuming if I use something like Paper2D this stuff will already be built into the engine, correct?

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It looks great. I love the detail you have in the lighting effects. How many man hours have you two put into this project?

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General Discussion / How does scaling work in a game with Pixel sprites?
« on: August 30, 2015, 10:58:46 pm »
I'm new to pixel art and game design. I'm confused about how pixel art "scales" in a game played at 1080p to the same game played at 4k (or vice versa). Since pixel art is not like a 3D game texture which may have various resolution settings, and pixel art itself is bound to its own resolution, how does this work? Is it set to one resolution and the total picture just gets bigger or smaller depending on the screen resolution?

Am I thinking about this completely in the wrong way?  ???

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