Scaled up retro low res graphics issues.
Posted: Thu Aug 02, 2012 10:16 am
This is my first post on this forum so I just want to thank Löve and it's community. Thank you all!
I've had this thing that always annoys me when it comes to recreating retro feeling in graphics.
Normally you just scale up some graphic using nearest neighbor interpolation so one pixel in the graphics content is more than an actual pixel on the screen. And that works well. However if you start moving layers/sprites around they will break the immersion if they don't snap to the over sized fake pixels. In Löve when using the love.graphics.scale function you can solve this by always providing a rounded number of the actual position before drawing the sprite.
The problem I have is with the particle system. Is there a way to get the particles to snap to the fake pixels?
Maybe a better solution would be to run the game in actual low res but then it will be really small in windowed mode.
I haven't read about this anywhere so maybe most people don't care. But I do
How would you guys solve this?
I've had this thing that always annoys me when it comes to recreating retro feeling in graphics.
Normally you just scale up some graphic using nearest neighbor interpolation so one pixel in the graphics content is more than an actual pixel on the screen. And that works well. However if you start moving layers/sprites around they will break the immersion if they don't snap to the over sized fake pixels. In Löve when using the love.graphics.scale function you can solve this by always providing a rounded number of the actual position before drawing the sprite.
The problem I have is with the particle system. Is there a way to get the particles to snap to the fake pixels?
Maybe a better solution would be to run the game in actual low res but then it will be really small in windowed mode.
I haven't read about this anywhere so maybe most people don't care. But I do
How would you guys solve this?