Scaling things

New releases and general discussions.

Post » Thu Sep 18, 2008 8:57 am

I don't know if this is possible with Construct, but since the zoom thing isn't a perfect way to get a crisp pixel art. Can other things be used like 'Super 2xSaI' when the window is resized? Or any other of the similar sort of algorithms? Since they look quite nice :wink:
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Post » Thu Sep 18, 2008 9:05 am

Such algorithms should be used only when scale's 2x. If I think correctly, the blurry resizing is done automatically by GPU. If so, it'd be impossible to get rid of them.
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Post » Thu Sep 18, 2008 9:07 am

You could use the point sampling, make your graphics 128x128 and scale them down to 32x32...then if you use zoom the graphics will get more detailed but will stay pixel art....just an idea...

As for Super 2xSal ever seen it used in Direct3d powered games before?
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Post » Thu Sep 18, 2008 9:25 am

[quote="David":36zol9ep]As for Super 2xSal ever seen it used in Direct3d powered games before?[/quote:36zol9ep]
I believe its 2xSaI (2xsai), also pm for you David.
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Post » Thu Sep 18, 2008 11:08 am

Doppel: what?
I've only seen such algorithms in games using SDL.
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Post » Thu Sep 18, 2008 12:19 pm

[quote="BROO":wpzdlvyf]Doppel: what?
I've only seen such algorithms in games using SDL.[/quote:wpzdlvyf]
http://www.lysator.liu.se/snes9x/
This, its emulator for snes that uses 2xSaI by DirectX (there is also a source in c++)
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Post » Thu Sep 18, 2008 12:33 pm

ahh well. Guess having pixel art is really not ideal for this program.
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Post » Thu Sep 18, 2008 12:44 pm

Thanks for the pm :)

I'll have a look over the source code more closely tomorrow coz i'm interested in how its done...perhaps I can make a pixel shader use the same algorithm :)

I also found a nice article about it on wikipedia
http://en.wikipedia.org/wiki/Pixel_art_ ... algorithms

However, it seems like a weird filter to apply to a game. I mean I can understand it being used on old gameboy games where the resolution is a lot less, but I dont see why people would make a modern game and draw low resolution pictures and rely on a filter to increase the detail...I mean why not just draw a high resolution picture in the first place or use the filter on the image before loading it into the picture editor.

And the 2xSai algorithm seems to add antialising to the image...so doesn't that mean it loses its retro pixel art look?
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Post » Thu Sep 18, 2008 1:23 pm

[quote="alspal":2dp6xbft]ahh well. Guess having pixel art is really not ideal for this program.[/quote:2dp6xbft]

Pixel art seems fine, just not small pixel art. Take a look at SB's game. It's pixel art, but it looks good because it's large and detailed.

If you want more chunky, retro-style pixel art, you could always scale the sprites up 2x before you import them into Construct. That's what I plan to do with my next project.
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Post » Thu Sep 18, 2008 1:52 pm

I'm not aware of a hardware-accelerated implementation of any of the pixel-art rescaling algorithms, as it may not be possible to implement via shaders. I did look in to one pixel art algorithm a while ago and it relied heavily on lookup tables, and I'm not sure how good pixel shader processors are at that. Still, as David said, why rely on a special algorithm to give your games detail when you can draw in the detail? Or why not use a different rendering application to scale all your graphics before you put them in?
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