Problem with scaling pixel art in fullscreen

  • #2, by afrlmeTuesday, 24. September 2013, 17:42 7 years ago
    scaling up will always lose sharpness as opposed to downwards.

    there are few options in the game properties tab you can try changing/activating...

    "Activate pixel effect" - this is really only for low res games; 320x200 etc...
    "Minification filter" & "Magnification filter" - there are 2 filters available for both of these; Linear interpolation & nearest neighbor.

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  • #3, by afrlmeTuesday, 24. September 2013, 21:21 7 years ago
    it's on the same section but on the left hand side, just above the "Action text" settings.

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  • #4, by afrlmeTuesday, 24. September 2013, 22:00 7 years ago
    the freeware version is exactly the same as the licensed versions....
    the only difference is that you can't use the game builder/compiler to build & export your game as a playable executable (.exe) file.

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  • #5, by afrlmeTuesday, 24. September 2013, 22:40 7 years ago
    ah, have you upgraded to 3.7.1 now then?
    anything you are working on in 3.6 will work in 3.7.1 & the upcoming release too.

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  • #6, by afrlmeTuesday, 24. September 2013, 23:01 7 years ago
    I don't really know much about pixelart...
    most people will probably be running game at high resolutions anyway from at least 1024x768 & upwards so I wouldn't worry too much about degradation of graphic quality when scaling down.

    if you are planning on releasing the game for iOS (iPad) then I would recommend keeping the game around 1024x768 so that the game doesn't require too much ram/vram to function & will still look fairly nice, even on larger resolutions.

    by default the game will be set to full screen mode & resolution auto but you can also force the game to display at whatever resolution you want with bounding box/borders around the edge. this can be done inside of the config.ini file which gets created when you compile your game into a playable executable (.exe) file. there is a slight issue with this though as it does not center the game to the screen & instead is usually aligned to top left of the screen. I keep meaning to ask about/mention this to the devs - bad memory! razz

    you can technically force the scale (in %) for active animations via the use of Lua Script but it has to done for each animation, each time it is played.

    Besides Pixelart is never going to look that crisp on high resolutions anyway - it's pixelart.

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  • #7, by BigStansWednesday, 25. September 2013, 01:17 7 years ago
    have a look at the screenshot. This was the correct usage if you want pixel art with Visionaire 3.7.1

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