very basic question about 2d graphics

by joppe » Wed, 17 Mar 2010 04:38:20 GMT

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 say you've decided to make a chess game (i'm not, but it's a good
example for this)

so you grab a nice square portion of the screen and divide it in to
8x8 tiles, coloring every other white, every other black - that's easy

then you want to use those fancy looking png chess pieces you've made
in photoshop, but depending on the device, 1 tile on your chess board
can be anything from 10x10 to 100x100 pixels without exaggerating much

so can you actually scale a bitmap without it looking like ass? is it
better to upscale a small graphic or vice versa?

how is it that this should be approached?


very basic question about 2d graphics

by Kingcrowley » Wed, 17 Mar 2010 06:02:43 GMT

 not a whole pile of experience with gaming..but as a general rule
"scale down" always. This works with audio/video/images. Of course
size is an issue but pngs of this size should be relatively small



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very basic question about 2d graphics

by Kevin Duffey » Wed, 17 Mar 2010 11:57:41 GMT

 Agree.. photos in general (and videos, and even audio) always look as good
when scaled down proportionately. At least that is my experience. Scaling up
requires time consuming steps to make it look better and in real time games,
you'd want to preserve all cycles for the game loop and not scaling
graphics. I believe it can be done with Android tho.


very basic question about 2d graphics

by sssdeecee » Wed, 17 Mar 2010 13:59:14 GMT

 In my opinion, and if you want the best possible look... you should
make several versions of the graphics (re: chess pieces).

I agree with the others, never upscale if you can help it.

However, downscaling will never result in clarity as good as graphics
that were rendered for specific resolutions.

Given the nature of Android, you couldn't possibly make graphics for
every possible screen resolution. The ideal solution would be to make
three sizes (or more) and downscale from the next closest size.

Unfortunately, you must contend with the memory limits of Android (and
the reason I am NOT developing for Android any longer).


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