Problem with lowres sprites

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  • Hello,

    I am tinkering with a game that uses 16x16 pixel sprites but I want them to look bigger on the screen.
    Check out this image..

    Please login to see this attachment.

    If I just place the 16x16 sprites around then it looks fine but way way too small, so I tried using an event to scale up all the sprites at the start of the game by 4x
    however as you can see in the image, using scaling messes up their position and I have to spread them far apart if I want them to look like they are next to each
    other in the game, which is not ideal and makes it really hard to layout a level.

    My question is this. is there a way to "zoom in" the image so that the 16x16 sprites look bigger in-game?
    (I did try just using the scale option in the image editor but that messes up the image sometimes and makes them blurry or muddy)

    Some other software I use, has a command called 'setspritecamera'where you can actually zoom into the screen and make tiny sprite look bigger but keep their sharpness.

    Just wondering if someone knows a way to do this in fusion?

    Thank you.

  • Hey so I have struggled with low res sprites as well. I have noticed Fusion is not quite the best when it comes to low res pixel games and you have to do some work to make things better.

    One thing you can do, is make your images larger to begin with. 32x32 is 4x 16x16 so you could just make them 32x32 to begin with.

    What resolution is your frame/application running at? You could also decrease the resolution of the application so it will scale up.

    Scaling, though, is an issue, because low res pixel art will not look good when scaled by non-integer values (for example, scaled 1.5x or 2.5x rather than 2x or 3x etc), and Fusion has no built in integer scaling.

    You can use the Ultimate Fullscreen extension to achieve this, it is Windows only though IIRC.
    OR
    I have a solution in this example here (among other things), but it requires use of a sub app. It works well, however, and should be platform agnostic.
    Please login to see this link.

    My project runs at 640x320 resolution, which scales nicely to 720p, 1080p. I use the exact system in my example above (until Clickteam implements proper integer scaling, that is. I did ask the question and was informed it's not on the list of coming features but may be added in the future). Non 16:9 aspect ratios get letterboxed which is necessary if you want to keep the integrity of your pixel art. so for instance, if you run it on a 16:10 screen, say 1920x1200, the app will scale to 1920x1080 and you will have horizontal letterboxing.


    I hope that helps! I really wrestled with scaling until I came up with the sub-app system in my example

    Cheers

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