Blurry images - any way to scale without smoothing?

Hi guys,

I have started on my new game, a point and click adventure, "Nek Minnit".

I have put the first actor in as a background, so it takes up the whole of the screen. The problem is, the image is 128 X 128 (I am going very retro) and it blurs it as it scales it up. Is there any way to get around this without scaling the image up to iPad size in a gfx app? This game will be VERY asset heavy and I want to keep file sizes as small as possible.

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    I dont think there is, I believe it will always blur as you stretch it up
  • thinlikenatethinlikenate Member Posts: 16
    You have to change the 128x128 image to 2x its scale to 256x256. that should help. if its still blurry make it 4x original scale.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    @thinlikenate If i'm reading this right, @POLYGAMe is purposely trying to use smaller graphics than the intended size on a actor in GameSalad.
    When you normally stretch an image it doesnt necessarily blur but it pixelates, I believe this is what Poly is trying to do. By doing this, he could insert lots of images at smaller sizes and get the retro look by stretching ... however, stretching in GS causes blur
  • AfterBurnettAfterBurnett Member Posts: 3,474
    @thinlikenate If i'm reading this right, @POLYGAMe is purposely trying to use smaller graphics than the intended size on a actor in GameSalad.
    When you normally stretch an image it doesnt necessarily blur but it pixelates, I believe this is what Poly is trying to do. By doing this, he could insert lots of images at smaller sizes and get the retro look by stretching ... however, stretching in GS causes blur
    Yup... that... damn :( I'll have a mess around with increasing sizes in GIMP. Since the images are fairly basic, it may not balloon the game size too much... problem is, there will be a LOT of voice files, so I need to keep everything as streamlined as possible.

  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    @POLYGAMe Unfortunately GS is using a common bicubic/bilinear algorithm for the images. What you need is something like the "Nearest Neighbour" option of Photoshop that GS is missing.

    So the only thing that you can do is to create the images at the exact size for what you need them.

    Oh, and if you're targeting retina devices then you need to create the graphic double the size.

  • AfterBurnettAfterBurnett Member Posts: 3,474
    @POLYGAMe Unfortunately GS is using a common bicubic/bilinear algorithm for the images. What you need is something like the "Nearest Neighbour" option of Photoshop that GS is missing.

    So the only thing that you can do is to create the images at the exact size for what you need them.

    Oh, and if you're targeting retina devices then you need to create the graphic double the size.

    Yeah, gonna be too large, I'm afraid... Gonna have to skip using GS for this project :(

  • ashtmjashtmj Member, PRO Posts: 405
    I would make the graphics sized for iPhone 4/5 then use universal build for iPad, I tested that with a pixel-ish game a while ago and it looked pretty good :) you'll still need to go bigger then 128X128, but sizing for iPhone vs. iPad will save you some memory
  • AfterBurnettAfterBurnett Member Posts: 3,474
    I would make the graphics sized for iPhone 4/5 then use universal build for iPad, I tested that with a pixel-ish game a while ago and it looked pretty good :) you'll still need to go bigger then 128X128, but sizing for iPhone vs. iPad will save you some memory
    Dude! Fancy meeting you here! We should do Captain Amazingly Incredible: The Game. Lol.

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