Blurry Images?
Icewizard
Member Posts: 5
Hey everyone I need help with something. I make small images on gimp, (for my rpg game) but when I load them into gamesalad they get blurry! Please help!
Comments
Try to use png with the size must be the double of the size of the image in game salad,
For example if you use an image in gamesalad of 1024 x 768 , you must save the inage in photoshop or illustrator in 2048 x 1536, and the image you want to save must be multiply of 4 , for example you can divide an image of 400 , 400/4=100 so you can use this image in gamesalad, well this if you want you,re game for universal ,for iphone only i,m not sure.
Images need to be power of 2 or they will be converted, so 16x16, 32x32 etc etc. They can also be 16x32, 16x64, 8x256, just as long as you stick to the power of 2 rule you should be fine.
Also, as @agueis says, use larger files than needed but only if you have tiny images. GS scales them up and resamples them, hence the blurriness. You won't need to do it in images that are 1024 but if you have sprites that are like 16x16 or 32x32, perhaps even a bit bigger, you will need to scale them up a bit in Gimp or Photoshop or whatever before adding them to the game. When you scale them, use "nearest neighbour" to avoid the resampling (blurring) happening. There may also be a way to do it in GS itself... I haven't used GS for a while but it may be possible to turn off bilinear filtering on your textures...
so for a 64 x 64 sprite I need a 128 x 128 image?
Yes
Fortuna Infortuna Forti Una
Try it, if it's still blurry, scale it up to 256x256. I did a retro game with really low res sprites (8x8) and I scaled them to 64x64. That was in the days before retina displays though. lol.
Also keep in mind that it will look better in your device than in the Gamesalad creator preview.
Fortuna Infortuna Forti Una
To add to what everyone else has said . . . . make sure your images (actors) are placed on on pixel values . . . so for example x=416 and y=188 . . . . rather than x=416.769 and y=188.319.
Not true in all instances.