31
General Discussion / Re: How does scaling work in a game with Pixel sprites?
« on: September 18, 2015, 07:38:01 am »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.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?
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.