SentrytheDefiant's Recent Forum Activity

  • bclikesyou Holy crap PyxelEdit. Literally changed my life. Seriously I was using GIMP/Photoshop(without nearest neighbor) and it was taking forever to resize stuff. Oh man. Thank you so much.

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  • bclikesyou I split work on my project between home and school/work and I only have Photoshop at school/work and when I get home I really miss knowing what all the buttons do (sorry GIMP). Also no worries.

    Thanks for the explanation. I understand what you (and the tutorial) are saying about targeting an aspect ratio. However, I hate how fuzzy stuff gets. So would it be feasible to have an options menu with select display sizes? I'd focus on completing the game in one size before manually re-scaling everything. Or is that the way to do it? Just make the game in one display size with no scaling and THEN focus on scaling? Aaaanyway yeah eventually I want some version of this to be on iOS and Android so I think I'll aim for 1136x640. Thanks again!

    I realized in the GitHub for Heroine Dusk there are pre-scaled versions of pretty much everything ranging from 160x120 to like 1600x900 or something huge like that.

  • Thirstyy So what you're saying is use native size for everything and just rely on the browser to upscale everything? Either that or up size everything to x10. Currently my layout sizes are 640x480 and based on what you've said I think I'll just upscale everything to where ~ 160x120 will work (that's the native resolution of Heroine Dusk).

    bclikesyou What do you mean? I did a quick search and couldn't find anything for "nearest neighbor" in C2. I checked the project properties and set the Sampling to "Point"

  • Hey so I'm brand new to C2 and game dev in general but I'm a programming student so I know some loops, logic, etc. Thanks in advance for time/help. The pic below is a shop screen for a first-person dungeon crawler I'm working on. My question is about scaling images.

    Short version: When using sprite graphics, should all my objects (sprites, sprite fonts, tilemaps, backgrounds) be the same size? That way if I blow them up they all look equally distorted. Or is it better to use them closer to their original size?

    Long version: I'm using 7Soul's stuff for my game (UI and Icons). All the tilemaps, sprites, etc. are 16x16. I'm also using the spritefont Alagard. I split work between home and school and at home I can use blackhornet's GYFM to resize the font. Since I'm impatient and have down time, I've done some resizing via Littera and Photoshop. The problem I'm running into, however, is that my text looks nice and sharp while by background & tilemaps are fuzzy. Should I just make everything 16x16 (or close to that) then scale up everything? Even background images?

    Here's a screengrab that shows my problem pretty well:

    Sorry for the novel and thanks for the help!

    P.S. Clint Bellanger deserves huge credit for inspiring me to start this with free resources for his game Heroine Dusk. It's even available on GitHub!

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SentrytheDefiant

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