ideas for Big displays
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- Modanung
- Grand Knight
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No, maze puzzles/maps would be easier, still giving high-res players advanatages.
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- Bjørn
- Manasource
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This simply poses the same technical problems as scaling everything up for higher resolution displays. If we solve either we have probably solved both.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?
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.
here rescaled to fill the same area at 1024x768
here for 640x480
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.
here a screenshot scaled 1:1. thats how it would look at 800x600.
here rescaled to fill the same area at 1024x768
here for 640x480
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.
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).
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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 (hq2x, 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:
2x scaled
3x scaled - this one actually looks quite good ^_^
4x 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...
samples:
2x scaled
3x scaled - this one actually looks quite good ^_^
4x 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...