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Why is there aliasing in TMW?
Posted: 15 Jul 2014, 21:12
by Relm
It's a 2D game based on very small tiles. Why do I see aliasing all the time, in item icons and ingame animations? Shouldn't it be a simple thing to avoid aliasing during the art process? In 3D games, sure, it's been kind of inevitable, but the aliasing here isn't due to the animation process, it's part of the actual client files.
Re: Why is there aliasing in TMW?
Posted: 15 Jul 2014, 21:21
by wushin
# of artists and time.
Re: Why is there aliasing in TMW?
Posted: 15 Jul 2014, 21:27
by Relm
wushin wrote:# of artists and time.
Oh okay, I thought maybe there was some sort of ethos about it or something. I know GIMP has a sort of antialiasing feature but I can't vouch that it would work for your purposes since it might make too many colors or something. This could even get into lacking an alpha layer now that I think of it... O_o
Re: Why is there aliasing in TMW?
Posted: 15 Jul 2014, 22:41
by Reid
Wow wait, what are you talking about?
Lucifer wrote:It's a 2D game based on very small tiles. Why do I see aliasing all the time, in item icons and ingame animations? Shouldn't it be a simple thing to avoid aliasing during the art process?
And then? AA is made to give a smooth effect, it's useless on 16x16 pixel art sprite/tiles, but on 32x32 or larger it's pretty useful.
wushin wrote:# of artists and time.
Well that's wrong, it doesn't requier much time to do a sprite without AA (we're speaking about the outline right?) it's just a different style of doing. (ie: Hal9000 uses a lot of AA and enchilado uses none)
Lucifer wrote:Oh okay, I thought maybe there was some sort of ethos about it or something. I know GIMP has a sort of antialiasing feature but I can't vouch that it would work for your purposes since it might make too many colors or something.
"antialisaing feature"? You can enable anti-aliasing on selection and transformation tools, but if you're talking about the "blur" or "smudge" tool, anyone using that for pixel art purpose should be burnt, and anyone doing that for a small sprite should also be burnt.
Lucifer wrote:This could even get into lacking an alpha layer now that I think of it... O_o
What?
Re: Why is there aliasing in TMW?
Posted: 15 Jul 2014, 23:29
by wushin
Reid I was referring to the amount of of different artists and how over time all that changed.
Re: Why is there aliasing in TMW?
Posted: 17 Jul 2014, 16:59
by nm0i
Artists are useless. Aliasing is for sissies.

Re: Why is there aliasing in TMW?
Posted: 17 Jul 2014, 21:34
by wushin
Nice Nethackscald.
Re: Why is there aliasing in TMW?
Posted: 17 Jul 2014, 23:27
by o11c
It's not nethack-style. Nethack is rare in that '#' represents a walkable corridor instead of a wall like most other roguelikes.
Re: Why is there aliasing in TMW?
Posted: 15 Aug 2014, 17:34
by Darkhog
From my experience simple 0.5 gaussian blur (any other amount will make it too blurry) in Gimp solves issue of aliasing.