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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Screen \ Pixel & Sprite resolution
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jamsus
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« on: July 23, 2014, 07:14:28 AM »

Hi everyone!

I'm working with GM Studio on relatively small sprites (20x20).

Originally they were 10x10, then i "enlarged" with no smoothing at all to obtain a 20x20 pixel sprite with the possibility to define little details (like a little led in 1x1 size).

Then, after this, i adjusted the view of the room to create a 3x "magnification" on each pixel, but i gain some "loss" sometimes.

Then i asked myself.

Is better to use a view that "amplify" all your pixels, or is better to work with bigger pixels?

Is a bad idea mix those two?

Thank you, don't know it this was an artistic doubt or a technical one...  Toast Right Toast Left
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Glyph
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« Reply #1 on: July 23, 2014, 08:01:40 AM »

Amplify your sprites ingame, and if you enlarge a 10x10 sprite to 20x20, round out the corners so that the sprite is actually 20x20... otherwise you'll have a conflicting pixel resolution, which doesn't look good.

Now, if you're getting fuzziness from stretching the screen too much (I don't know if this is a problem in Studio or not), consider using a surface to keep the pixels clear-cut.
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jamsus
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« Reply #2 on: July 23, 2014, 02:51:09 PM »

Thank you for your reply.

So you suggest to keep everything at "natural size" and then stretch with the views, okay!  Hand Thumbs Up Left
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mokesmoe
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« Reply #3 on: July 24, 2014, 04:49:57 AM »

Stretching in studio is fine as long as you have "Interpolate colors between pixels" turned off. I can see mixing 2x sprites and 1.5x screen to get 3x total causing problems though; don't do that.

Don't add little details to your enlarged sprites. (Assuming you are enlarging everything.) If your game is at 2x resolution don't add any 1x resolution details. Mixing pixel resolutions usually looks bad.
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jamsus
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« Reply #4 on: July 24, 2014, 12:50:40 PM »

I found some problems\glitch on game maker scaling method.

I'm trying to use the scale factor of application surface, but i'm missing something about making the surface follow the player.

Thank you for replies, anyway Smiley
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surt
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« Reply #5 on: July 24, 2014, 02:25:29 PM »

Why isn't you player drawn to the same surface as everything else?  Huh?
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jamsus
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« Reply #6 on: July 24, 2014, 09:43:03 PM »

It is, but what i do is stop the application_surface drawing itself,
and i redraw it at 3x size, but is not "centered" on the player, as view functionalities do.  Shrug
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mokesmoe
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« Reply #7 on: July 25, 2014, 11:51:37 AM »

Use a non-scaled view and set view_surface_id[0] to a surface. Then you can do whatever you want with that surface.
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