Pixel Art Upscaled in C2 or in Photoshop?

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Post » Mon Jan 28, 2013 5:16 pm

I started working on this game, which was coming along quite nicely until I realized how slow it performed on my old laptop and other computers I had access to.

(Warning, it contains graphic gore and violence: official thread here)

Now, I was thinking, should I resize the game in construct 2, and resize all my sprites so the game is no longer pixel art upscaled to 800% in phtoshop, but instead, a very tiny game, upscaled using letterbox scale, or letterbox integer, to save on resources?

This would take a lot of effort, so I need to know if it would be worth it and wether all my assets being 12.5% their original size will help performance - given that the animations will all be the same.

The other benifit is that all the pixels would line up properly, rather than having 'half overlaps' with the faux system I have got now.

Ultimately the resolution would go from 1080P to 135P lol, upscaled though.Awakening2013-01-28 17:19:25
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Post » Mon Jan 28, 2013 6:27 pm

If you have webgl (i.e. not mobile) you should be fine to upscale the entire game as it has pixel sampling. If not you will probably. have to upsize everything in photoshop.
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Post » Mon Jan 28, 2013 11:06 pm

Upscaling your graphics beforehand to achieve x resolution is never a good idea and honestly I've never heard of anyone outside of the Scirra community doing it.

However, objects are still drawn to "sub pixels" when scaling or rotating using any of the fullscreen options regardless of sampling settings, so that's something to consider. Really wish that would be fixed...Tokinsom2013-01-29 05:41:10
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Post » Tue Jan 29, 2013 2:57 am

How do you mean sub pixels?
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Post » Tue Jan 29, 2013 5:36 am





Pretty much says it all. C2 basically resamples the image giving you a sprite that is impossible to draw at 1x resolution.

This might be a desirable effect for HD games but it basically means no scaling or rotating for low res games unless you're going for that sprite-based flash video look which I highly doubt is the case.

@Ashley Is this still a non-issue as far as you guys are concerned?Tokinsom2013-01-29 05:38:39
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Post » Tue Jan 29, 2013 6:01 am

AH thanks for the tutorial!

So this means, if I make my game at the NATIVE resolution of the sprites, I can't rotate or resize them?

I never did do that in my game, BUT, does this include letterbox scaling with point sampling?

Will I really have to use "integer" scaling? I really don't want to because of the pillar/letterboxing on certain screens.
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Post » Tue Jan 29, 2013 11:39 am

You can scale and rotate them all you want. All I'm saying is you're still going to get those "half overlaps" you mentioned if using sprites at their native resolution with any of C2's fullscreen options.Tokinsom2013-01-29 11:52:41
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Post » Tue Jan 29, 2013 12:29 pm

[QUOTE=Tokinsom] You can scale and rotate them all you want. All I'm saying is you're still going to get those "half overlaps" you mentioned if using sprites at their native resolution with any of C2's fullscreen options.[/QUOTE]

So not even integer scale will look ok?
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Post » Tue Jan 29, 2013 1:17 pm

Your pixels will line up if you enable pixel rounding in the project properties, but if you scale or rotate a sprite you'll still end up with what I posted earlier.
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