Scaling, What.

Posted by Charlie Carlo on July 8, 2012, 9:30 a.m.

This is how my computer scales up Trollquest.

Pretty snazzy, eh?

Crisp super-pixels that do justice to the shitty artwork in this game.

Now this is how my friend's computer scales up Trollquest.

What the hell.

What fucking human being would decide that this should be the default way to scale an image.

It's so nasty.

In other news; you probably already know by now, but I'm going on vacation to the middle of the woods for a week.

Comments

BP Scraps 12 years, 4 months ago

Don't get killed by crazy woodspeople.

Charlie Carlo 12 years, 4 months ago

I'll bring an axe to fight them off.

My brother's already bringing a Bowie Knife.

JuurianChi 12 years, 4 months ago

Have you taken any steps to fix the scaling? or is that just something that occurs that you can't be bothered with?

Charlie Carlo 12 years, 4 months ago

I ticked the option in Game Maker to not interpolate or whatever, and it didn't make a difference on his computer.

I can't be bothered with it because it made me realize there's no way of knowing how something will work on different machines. I'd have to test my games on multiple machines and even then, I'm sure there'd still be some computer, somewhere, that will do horrid shit to my work.

Polystyrene Man 12 years, 4 months ago

I'm scaling my RPG game. What you need to do is draw everything to a surface, and then expand the surface.

Charlie Carlo 12 years, 4 months ago

Sounds extensive. I haven't figured out how to have a view and draw to a surface yet. I'm actually trying to figure out how to do exactly that with a shadow engine at the moment. I enlisted Spectre for aid and he hasn't gotten back to me yet.

Polystyrene Man 12 years, 4 months ago

You end up basically not using views. I only use them to set the window size. To give the effect of views, what I do is keep the surface stationary (it's always anchored at 0, 0), and then offset the drawing of all the visuals.

So, objects stay and move as they normally would, but when it comes to drawing them their x and y are offset by some global amount.

Sorry, I feel like I'm awful at explaining this.

Charlie Carlo 12 years, 4 months ago

No I understand what you're saying, I'm just dreading the thought of implementing such a system.

Polystyrene Man 12 years, 4 months ago

Yeah, it's easier to build your game around it than vice versa.

Charlie Carlo 12 years, 4 months ago

All I have so far is walls, the player object (with moving/jumping controls) and the scripts to draw shadows, and lightsource objects, obviously.