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I want a 16-bit look, full resolution
http://slick.ninjacave.com/forum/viewtopic.php?f=13&t=2623
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Author:  ONi [ Sun Jul 25, 2010 11:44 pm ]
Post subject:  I want a 16-bit look, full resolution

Hi, my attempt is to make a game that looks dated, but keeping the resolution and aspect ratio of the screen (I want bigger pixels!!). What should I do to the engine, or what design strategies I must employ to get that effect?
I don't want to scale the screen, some extamples of what I'm trying to do can be seen in games like Owl Boy

Image

It looks like pixel art game, has subpixel antialias though. Can I achieve that effect without modifying core elements in slick?.

Author:  appel [ Mon Jul 26, 2010 12:20 am ]
Post subject: 

Render small, scale.

E.g. you could draw 320x240 and scale into 640x480, pixels being 2x larger.

Author:  ONi [ Mon Jul 26, 2010 9:38 pm ]
Post subject: 

What should I do? get the rendered image, then scale? any code example of such?

Author:  appel [ Mon Jul 26, 2010 9:52 pm ]
Post subject: 

ONi wrote:
What should I do? get the rendered image, then scale? any code example of such?


Code:
   public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException {
  g.scale(2,2)
  image.draw();
}

Author:  ONi [ Mon Jul 26, 2010 10:26 pm ]
Post subject: 

got it. Now. how do I get rid of the dithering?

Author:  kappa [ Mon Jul 26, 2010 10:35 pm ]
Post subject: 

ONi wrote:
got it. Now. how do I get rid of the dithering?


When loading an image, if you don't want it to get blurry as its scaled you load it using the Image.FILTER_NEAREST filter.

example
Code:
Image image = new Image(StringPath, false, Image.FILTER_NEAREST);

Author:  ShOoTeRs818 [ Thu Oct 14, 2010 5:09 am ]
Post subject: 

thanks for your discussion.

i've figured it out how to do it.

i need more time.

if i finished it i will post it here.

Author:  waltobc6 [ Fri Oct 15, 2010 8:26 pm ]
Post subject:  Re: I want a 16-bit look, full resolution

ONi wrote:
Hi, my attempt is to make a game that looks dated, but keeping the resolution and aspect ratio of the screen (I want bigger pixels!!). What should I do to the engine, or what design strategies I must employ to get that effect?
I don't want to scale the screen, some extamples of what I'm trying to do can be seen in games like Owl Boy

Image

It looks like pixel art game, has subpixel antialias though. Can I achieve that effect without modifying core elements in slick?.


did you have this cool game tile set?

i looked for it hours and didn't find
i need a cool good looking tile set 2d
also what tile program you use?

Author:  Jo [ Mon Apr 04, 2011 10:05 pm ]
Post subject: 

You could also consider implementing the EPX or hqnx sprite scale algorithms as shaders in OpenGL and applying them to the whole scene.

http://en.wikipedia.org/wiki/Pixel_art_ ... algorithms

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