Re: Lunar Penguin (Platformer)
Posted: Tue Feb 17, 2009 11:41 pm
I don't think there will be a single filter that will satisfy everyone and an option will have to be given (eventually?). The scale2x penguin looks nice though, I will make sure to apply one of them to my image files. Regarding the inertia, thanks for the explanation. I thought it was an interesting distinction that suited the setting of the game. Feel free to play around with the parameters in the game to get an idea what the physics engine might provide for your games if approached this way. I'll try to put together a more usual platformer demo some day.farvardin wrote:you often feel like to press very much on the keyboard to make the penguin run faster, jump higher... It gives the feeling there is much inertia.Could you elaborate on the "not very responsive part"?
I generally find blurry pixel art quite ugly. Could you (or Löve) consider using those algorithms?I could rescale it in an image program and use that if you would prefer.
http://en.wikipedia.org/wiki/Pixel_art_ ... algorithms
http://scale2x.sourceforge.net/index.html
It looks pretty neat for this kind of games!
You can also simply resample the sprites.
Here is a conversion I made with the scale2x program (last one, while the second one is a normal blurry version):