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Posted: 29 Sep 2005, 21:37
by Modanung
No, maze puzzles/maps would be easier, still giving high-res players advanatages.

Posted: 30 Sep 2005, 04:59
by Talaroc
Is there a reason that, for smaller displays, everything can't be scaled down, so that they see the same number of tiles, just at a smaller scale?

Posted: 30 Sep 2005, 10:06
by Tenche
ya

Admin move this topic to General Development section

Posted: 30 Sep 2005, 19:18
by Bjørn
Talaroc wrote:Is there a reason that, for smaller displays, everything can't be scaled down, so that they see the same number of tiles, just at a smaller scale?
This simply poses the same technical problems as scaling everything up for higher resolution displays. If we solve either we have probably solved both.

Posted: 30 Sep 2005, 20:20
by Crush
i doubt that the tiles and sprites would still look good when automatically rescaled.

here a screenshot scaled 1:1. thats how it would look at 800x600.
Image

here rescaled to fill the same area at 1024x768
Image

here for 640x480
Image

i used bicubic interpolation. this might be too slow to use it on the fly. that means we will only have such a good quality when we precalculate the tilesets for every possible resolution. when we rescale everything at runtime the graphical quality will be even worse.

Posted: 01 Oct 2005, 00:24
by xand
Isn't a higher resolution mostly to see more ?

At least I remember that all those top down games I played
just increased the view-size. I was always happy too see more.

And btw: Thats one of the big reasons to play a game windowed.
Scaled to 1600x1024 tmw would look strange imo... :D

Posted: 01 Oct 2005, 06:13
by maci
jup

it was not about scaling the tiles it was about seeing more tiles at the same time

Posted: 01 Oct 2005, 12:44
by Rotonen
Since we're open source, I think we cannot prevent people from increasing the map viewsize, but I also think our default client should have the same area visible for every resolution. And since we're open soruce it's not that hard to do pre-scaled tiles for different resolutions if people want them (they could have custom repositories).

Posted: 01 Oct 2005, 14:02
by Matt
Well it wouldn't matter. If the server sends only the informations about a area that is always the same people can modifiy the client, but they only would see the map. no monsters, players, items, npcs, balblalbalbaa

Posted: 01 Oct 2005, 21:55
by ktm
if any resizing takes place, i'd say to go with even numbers for scaling. that way we could use scaling methods suitable for "snes-style"/"comic" content (Imagehq2x, hq3x etc) so the resulting images wouldn't look too crappy (some even say snes games scaled via this method look better than the originals). bilinear/bicubic etc are okay for natural images, but crap for pixel art.

samples:
Image2x scaled
Image3x scaled - this one actually looks quite good ^_^
Image4x scaled

on second thought: unfortunately that'd limit the valid sizes to 800x600, 1600x1200, 2400x1800 etc, which could be a little too high for some people... unless we cut something off at the borders, giving them a disadvantage...

Posted: 01 Oct 2005, 22:32
by Crush
that method really looks good. does gimp support this algorithm?

Posted: 01 Oct 2005, 23:30
by ktm
dunno - doubt it though, since the size multiplier's fixed, so it wouldnt work too well as a plugin. but you can use the standalone versions instead.