jtraskelin's Forum Posts

  • 3 posts
  • Hi!

    I'm working on an app for a festival, which would have scenes that show iframes with program info from the festival's Wordpress website. It's working nicely, but a test on iPhone only showed texts from the web pages and no images. I'm wondering if there's a way to get images to show or if I should just use the iframes for text content?

    Thanks for any ideas!

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  • Hi guys!

    Many thanks for your replies! Artpunk, those settings actually work very well on my iPhone SE and my 9.7 inch iPad pro when trying with remote preview. However previewing on a Samsung s7 showed some pixel distortion (the phone didn't show full screen like my iphone, so the preview was smaller than actual app resolution), and previewing in a browser window and trying out different sizes does show pixel distortion. This is mostly visible in small resolutions, where you can actually see some pixels smaller than others, while in bigger resolutions I can only notice a slight "waving" effect sometimes.

    I can understand why this works on the iphone which has a screen resolution of 1,136x640px. If it scales to the window height 640, the window height 160 will resize nicely at 4x. What I don't know is why it works on the iPad with 2048x1536 resolution - i didn't get to see a full screen preview on that either, but Cluckle's Adventure looks just perfect! Maybe it's about the high resolution which minimizes the problem?

    What suggested was something that I was thinking about too. How did you achieve the integer scaling?

    Anyway, if Cluckles really didn't use anything more complicated than that, it seems like a safe bet to go with that kind of settings and no extra hairsplitting - the 3:2 aspect ratio does seem to work much better than 16:9! Have you found it to work on most smart phones?

    Thanks AllanR for your example too, I'll keep all of that in mind! The example had linear sampling which gives a different look, though, and if I use small sprites they get too soft.

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  • Hi!

    I see this discussed a lot, and I've seen it done, but I still haven't understood how it should be accomplished: getting a nice full-screen pixel art on different screen sizes.

    I'm making a retro style pixel art game which is especially intended for smartphones and tablets. I've started out with a 320 x 180 viewport, which works nicely if I make my graphics in true pixel size (32x32px tiles). I know letterbox integer scaling will keep my pixels nice, but I end up having nasty margins on my iPhone SE which has a 1136x640px resolution. Scale inner or outer gives a nice result full screen on both the iPhone and my iPad, but especially on the phone the pixels aren't so perfect any more.

    Basically the scale inner or outer -approach would be fine and I think I could deal with arranging stuff so that nothing gets cut away, but the pixel distortion is a problem.

    I've seen games made with Construct that I've played on both my phone and my pad which seem to accomplish this - for example "Cluckles". The phone view is more widescreen while the ipad view has a little more information on top and bottom (in landscape orientation). It seems like the pixel size is about the same as on my 320 x 180 project - but no pixel distortion!

    I made a pixel art game lately using a different software and achieved a nice look by making the graphics 4 times bigger, so a 32x32 pixel tile would actually be a 128x128 pixel graphic. This kind of higher resolution solution would probably end the pixel distortion problem here too, but it also makes the graphics much heavier.

    How do you do this? Any input would be much appreciated before I make the decision and start building more of the game. Is there a satisfactory way of doing it with small graphics or should I upscale them?

  • 3 posts