Can I make a game with small pixel art?

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  • Is it possible to make a game with small pixel art in construct 2? The images are going to be like 20x20 pixels max, so when I stretch them to make them bigger in the game it just makes them super blurry. This is my first day playing around with pixel art so what do I need to do to make this work?

  • Yes, of course you can. If stretching the art causes the quality to become unacceptable then just don't stretch it.

    If stretching the art is for some reason necessary then you'll need to re-think your design to avoid the problem, either by eliminating the need to stretch it or by using larger artwork. It sounds to me like you might want your characters (or whatever you're placing into the editor) to be larger? If so, you will probably want larger source art rather than re-sizing it in the editor.

    Trivia: the characters in the original Lemmings video game were only 8x8 pixels.

  • ok so if I want to keep my original sized images, would I just need to make the window size smaller? or what?

  • To make the sprites bigger without making them blurry you can do one of three things.

    1. Change sampling to point, and then resize the sprites.

    2. Change sampling to point, and zoom the layout.

    3. Resize your sprite in a bitmap editor like Photoshop, and use the nearest neighbour setting for aliasing when resizing. Not sure if it's called the same in GIMP.

  • how would I zoom the layout?

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  • You zoom using the system object. Explained here in the manual.

    scirra.com/manual/125/system-actions

  • Set point sampling to true = all your troubles are over (unless somebody is not using webgl)

  • Kinda off-topic, but is there a way to check if the user is able to use WebGl in construct right now?

  • Why not make your pixel art in powers of 20 and then rescale after completed and import them in their real size?

    Can't see the problem there. Or are you referring to tilesets instead of characters?

  • eyeliner I think im going to just do that, I cant figure out the point sampling thing lol. But one question, if I do the point sampling and keep my smaller sprites, will it make it run smoother on mobile devices??

  • I've been making stuff actual size and upscaling manually, though a percentile scale would be welcome in C2, as doing the math on things that aren't neat tile shapes can be tiresome at times. <img src="smileys/smiley12.gif" border="0" align="middle" />

    Also as squidster mentioned, things are still blurred on webgl - so would be curious myself as to any workaround for that aspect, as the whole effect is lost.

  • if i keep the smaller images will it run smoother on mobile?

  • mitchjohnson52

    Most likely! But I don't think it will reach a perfect performance anyway.

  • I am not sure what you mean. The 'renderer' system expression will return either 'webGL' or 'canvas2D' depending on the renderer being used at the time, if that is what you mean...

  • sqiddster

    Yes yes! Exactly! <img src="smileys/smiley36.gif" border="0" align="middle" />

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