Blurry images - any way to scale without smoothing?
AfterBurnett
Member Posts: 3,474
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.
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
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
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.