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Thread: Non-smoothed reszing

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    ratty's Avatar
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    Non-smoothed reszing

    I'm very, very green here, so bear with me...

    It seems that even with smooth resizing turned off, my graphics are smoothed over when they run on the idevices. They are pixelated on purpose and are only 16x16, tops. Is there a way to keep them pixel perfect?

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    Weird, mine are very pixellated when I turn smooth resizing off:


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    If you are resizing in the event editor make sure the resize type is 0 which is non filtered, also I guess double check your application settings for smooth resizing and make sure it is unticked.

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    Not sure if this is a factor, but if the final scaled up resolution isn't a perfect integer scale value, the device might antialias it at runtime. I develop games with the same retro look in mind, but I try to keep my aspect ratio at exactly 1/2 of the final resolution on device, so it shows up on ipad all crispy and pixellated. 1/4 should work as well.

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    Yah, I am building MANOS at 240x160, which is a quarter of the iPhone 4's resolution (therefore a half of that of the iPhone 3GS), if it scales up by a factor of two it's going to look sharper. On iPad it still seems to scale up nice and sharp though.

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    Quote Originally Posted by DistantJ View Post
    Yah, I am building MANOS at 240x160, which is a quarter of the iPhone 4's resolution (therefore a half of that of the iPhone 3GS), if it scales up by a factor of two it's going to look sharper. On iPad it still seems to scale up nice and sharp though.

    Ah you built your games using a low resolution to start with ? thats interesting..

    maybe a little off topic...

    I started to try using my own built controls for left/right like you do. I think ive got it okay. My only issue is if i press both the left and right at the same time (not releasing one first) my character stops dead in its track until i take my fingers off and press one of the buttons.

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    Diablohead's Avatar
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    Generations runs in 480x320 and scales up also, the good thing about this is that scaling up takes up less power then running at a native res so you get more performance out of your app.

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    thats very interesting thanks. dont think it would work for all games, but for retro..

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    480x320 (the iPhone 3GS resolution) is a really good resolution for pixel art games like Diablohead's current project, it lets you get a really nice amount of detail in your art but it retains the 'sprite' art style which is pretty much lost if you develop at retina resolution. It's not really 'low res' as such either since it's the pre-retina display resolution. If you disable smooth scaling at that res then you get a lovely sharp look but it doesn't look massively 'retro' or anything. 240x160 (half of the iPhone 3GS resolution) actually happens to be the exact same res as the Game Boy Advance, and we all know that console had some lovely looking games... I've been very tempted to continue working at this resolution for a lot of my projects because I've really been enjoying it, I might even start using the GBA's colour palette to get that look down just right.

    The custom controls, well my left/right buttons are actually one object, it detects a touch on the object and tells if you're touching left or right by seeing if the x co-ordinate of the touch is greater or lower than the centre of the object.

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