ZFGC
ZFGC CP => King of Thieves => Topic started by: MG-Zero on September 04, 2015, 01:43:03 am
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This is at 960x720..thoughts?
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I can't actually see that whole picture on my laptop :p
That's because of the internet bars and stuff, but basically that's almost fullscreen for me. It looks a bit blurry, but I'm sure I'd get used to it and I like it and stuff. The next size down would also be nice. I think it's much better than the little screen we've got now though :D
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There is one risk with resizing an image to fit a larger window: anti-aliasing. You can choose either to keep it or to remove it.
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There's no anti-aliasing
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If we're going to look into full screen, we need to compensate by making the assets in a bigger resolution.
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One of the things is that our resolution is actually too large for GBA sprites. We *should* be at 240x160, but we're at 320x240 (I don't remember why this resolution was chosen). Another option (and probably the easier one) would be to use the proper GBA resolution and blow it up without a blurring filter like it's doing now. This likely will mean respriting the HUD to fit (I'm ok with this lol)
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Yup, that could work too. It's tricky working with games like this with GBA sprites that are tiny.
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One of the things is that our resolution is actually too large for GBA sprites. We *should* be at 240x160, but we're at 320x240 (I don't remember why this resolution was chosen). Another option (and probably the easier one) would be to use the proper GBA resolution and blow it up without a blurring filter like it's doing now. This likely will mean respriting the HUD to fit (I'm ok with this lol)
The recurrent problem with the community project, haha. "Why are we doing this?" "I don't know, it must have been someone had a random idea at some point that sounded good at the time, now has become law." :p
If you need help respriting the HUD, let me know.
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There is one risk with resizing an image to fit a larger window: anti-aliasing. You can choose either to keep it or to remove it.
There's no anti-aliasing
Another option (and probably the easier one) would be to use the proper GBA resolution and blow it up without a blurring filter like it's doing now.
That "blurring filter" is anti-aliasing. Agreed, get rid of it.
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That "blurring filter" is anti-aliasing. Agreed, get rid of it.
It is not anti-aliasing. Anti-aliasing involves removing parts of the signal that don't fit into the sample due to the Nyquist Sampling Theorem and generally only applies to going from a larger screen to a smaller screen. What we have is an average blur that takes the average of all pixels surrounding a pixel and changes the value according. This is applied by default by XNA and therefore needs to be switched to a point-based algorithm.
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There is one risk with resizing an image to fit a larger window: anti-aliasing. You can choose either to keep it or to remove it.
There's no anti-aliasing
Another option (and probably the easier one) would be to use the proper GBA resolution and blow it up without a blurring filter like it's doing now.
That "blurring filter" is anti-aliasing. Agreed, get rid of it.
Did you look up what anti-aliasing actually is?
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Success! New resolution + point based algorithm. Just need to resprite the HUD smaller
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damn that resolution is wonderfully pixel-crispy
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Looks so much better. And no more anti-aliasing, I've noticed too! ;)
(https://media1.giphy.com/media/I1mDA4dGGjbnW/200_s.gif)
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If I hear someone call it anti-aliasing one more time---LOL
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So I noticed a little bit on anti-ali--*SHOT*
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RIP wade boggs