Pixelation

General => General Discussion => Topic started by: A2J2TIWARI on September 06, 2015, 07:20:25 am

Title: iOS Related
Post by: A2J2TIWARI on September 06, 2015, 07:20:25 am
Hello everyone!

So I am making graphics for iOS game and I am rather confused about the resolutions. The resolutions of iPhones(4s,5s,6 and 6+) are ridiculously high for me to be able to make anything that size... I am sure it can be problem for anybody. So I wanted to know how to tackle this problem... what sized graphics should so that they look the same(good) in all iPhones. I saw Iphone Mockups by Slym and the size of mockups were - 512x176.

The character size and platform sizes I am currently making are 64x64 currently. What size the backgrounds, foregrounds, GUI etc should be?

Help me out please!
Title: Re: iOS Related
Post by: Gil on September 06, 2015, 09:46:06 am
The PPI of the iPhones is so high that you can't see the pixels at all. You will need to scale up your art. Check the scaling thread for more info.
Title: Re: iOS Related
Post by: A2J2TIWARI on September 09, 2015, 03:42:17 am
Thanks Gil! I read the thread and i have reached the conclusion that I can make the graphics any size and those will be just upscaled by the engine to fit the screen size. And the graphics wouldn't be ruined either.

Am I correct?
Title: Re: iOS Related
Post by: yaomon17 on September 09, 2015, 04:20:05 am
Well don't make it too small, and keep it in 16:9 ratio and you should be fine.
Title: Re: iOS Related
Post by: Gil on September 09, 2015, 08:10:22 am
Well don't make it too small, and keep it in 16:9 ratio and you should be fine.
You didn't read the thread, did you? :p

16:9 ratio is unimportant.
Title: Re: iOS Related
Post by: yaomon17 on September 09, 2015, 04:35:23 pm
Dang, what I got from it was that sprites can be scaled up largely without too much noticeable distortion. My b.
Title: Re: iOS Related
Post by: Gil on September 09, 2015, 05:43:49 pm
Dang, what I got from it was that sprites can be scaled up largely without too much noticeable distortion. My b.
yeah, ratio is more complicated. Keeping a fixed ratio is possible, using black borders, but troubles start when you want to full-screen the game.
Title: Re: iOS Related
Post by: RedSuinit on September 09, 2015, 08:53:53 pm
Dang, what I got from it was that sprites can be scaled up largely without too much noticeable distortion. My b.
yeah, ratio is more complicated. Keeping a fixed ratio is possible, using black borders, but troubles start when you want to full-screen the game.

I spent a lot of time here in the last month working on getting a pixel perfect look at every resolution. The method will vary based on the game engine, but it will require some math and additional coding in order to get it right. Most software will simply upscale it based on your camera scale, and the actual resolution you program in. One of these two will need to be adjusted. If you let the software do it on it's own you will get distortion in the pixels, I can promise you that. The second thing to keep in mind is that you will HAVE to have a buffer both inward and outward of the main scene. Information that will not be detrimental to the overall experience when it isn't there. If you read the scaling thread that I think Gil is referring to, then you should be fine, I just wanted to post this to address the fact that you will have to do some programming on your own in order to achieve that crisp, pixel perfect look. Good luck with your project!