ideas for Big displays

Content and general development discussion, including maps, quests, and server code from the development team.
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Modanung
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Post by Modanung » Thu Sep 29, 2005 10:37 pm

No, maze puzzles/maps would be easier, still giving high-res players advanatages.
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Talaroc
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Post by Talaroc » Fri Sep 30, 2005 5:59 am

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?
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Post by Tenche » Fri Sep 30, 2005 11:06 am

ya

Admin move this topic to General Development section
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Bjørn
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Post by Bjørn » Fri Sep 30, 2005 8:18 pm

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.
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Crush
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Post by Crush » Fri Sep 30, 2005 9:20 pm

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.
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Post by xand » Sat Oct 01, 2005 1:24 am

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
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Post by maci » Sat Oct 01, 2005 7:13 am

jup

it was not about scaling the tiles it was about seeing more tiles at the same time
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Post by Rotonen » Sat Oct 01, 2005 1:44 pm

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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Post by Matt » Sat Oct 01, 2005 3:02 pm

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
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Post by ktm » Sat Oct 01, 2005 10:55 pm

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...
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Crush
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Post by Crush » Sat Oct 01, 2005 11:32 pm

that method really looks good. does gimp support this algorithm?
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Post by ktm » Sun Oct 02, 2005 12:30 am

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.
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