• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By drago28
      I'm using construct 2 physics I have a working bike with everything setup and I'm able to do frontflip and backflip by adding angular velocity to the bike
      I want to increase score/ add points and display the "backflip / frontflip" text when the bike does it.
      so please help me I want to know the logic and how it's done.
      p.s. example about construct 2 is not necessary, just explain me how other games do it or anything else you have to share
      Thanks,
      Drago
    • By otgs17
      You have 12 hours to search for supplies, transportation or you can continue your journey.
      But as soon as night falls, you must find shelter, turn it into a fortress to stand against the hordes of monsters.
      Equip soldiers, use bonuses and do not forget to follow the energy level of your fighters. 
      In battle be useful to your transport, it would be nice to find a tank.
      Every day the number of monsters to get more, they mutate into stronger and more dangerous forms.
      https://play.google.com/store/apps/details?id=com.otgs.FortTD&hl=en
      https://itunes.apple.com/us/app/fortress-td/id1367094965?mt=8
      https://www.youtube.com/watch?v=QIkXPikiRqc





    • By Masson
      Name: Dodging Dots
      Category: Arcade/Casual
      Description:
      Come up with your own strategy. Collect myriads of dots and maneuver from the coming blocks. Beware! There gonna be lots of them!
      The minimalistic world will captivate you for a long time. Try out!
      Features:
      Use upgrades to improve your game experience 🎮 Increase the velocity 🏄 of the dots to avoid the avalanche of blocks. Or you can increase the number of falling boosters to break 💥 through it, the choice is yours! Nice color shades that change throughout the game Ongoing game. Original soundtrack 🎧 Integration with Google Play Games Compete with other players 🏆 18 achievements to warm up your interest 🔥 Simple control, play with one finger Google Play: https://play.google.com/store/apps/details?id=com.groovin.blocks.delicate.survive.gameplay
       
      Feel free to leave comments. We really interested in improving this product and appreciate your support.
    • By khawk
      Pong Challenge!
      Make a single player Pong, with a twist. 

       
      Game Requirements
      The game must have: Start screen Key to return to the start screen Score system AI Player Graphics at least for the UI and players Sound effects for ball and paddle and when a player scores A unique gameplay element that makes your Pong game stand out from others The actual gameplay must happen on a single screen (no camera translation) Art Requirements
      The game must be 2D The art must be your own Duration
      4 weeks - November 1, 2017 to November 30, 2017
      Submission
      Post on this thread your entries:
      Link to the executable (specifying the platform) Screenshots: if the screenshots are too big, post just a few, if they are small, you can post more, just don't take the entire space A small post-mortem in a GameDev.net Blog, with a link posted in this thread, is encouraged, where you can share what went right, what went wrong, or just share a nifty trick Source-code link is encouraged
    • By mouhamedm
      Hello.
      What I must do in the event editor to add score????

  • Advertisement
  • Advertisement
Sign in to follow this  

Multi-resolution assets and adding "oomph" to your palette

Recommended Posts

Howdy!

I'm creating my own graphics assets, but being much more of a coder than an artist, I'm struggling with a few issues. This is NOT a mobile game (that is, I'm targeting PC), so the problems may likely be less pronounced than what I'm experiencing during development.

In music there is a step that comes after you create your track (called mastering), which takes the final mix and modifies it in such a way that it sounds "equally good" on as many setups as possible. This means making the track sound good in a studio (eg the equivalent of a calibrated 4K display or cinema), a home setting (a basic 1080p monitor), when streaming (some older sub-FHD laptop) and in case some individuals want to listen to it on an old phone with only one speaker - eg in mono (let's say this is a 800x600 4:3 CRT monitor).

I'm having essentially the same problem, but with resolutions and palette. 

- my orginial assets target 4K, but look muddy when used in some arbitrary lower resolution, which is not a multiple of 1080p (I suppose a common example might be 1377x768). I'm guaranteeing the same pixel aspect in my game code, but the bilinear downscaling gets rid of most accents and edges, making everything blurry and blended together. I can add a resolution-dependent detail map to some things (eg the ground) to restore some fidelity, but this won't work with objects. Do you manually tailor your assets for two or three common resolutions and have the game pick the best match at runtime?

- what do you use to control your palette? I feel like there should be a tool for this (at least for people such as myself who are not very good at art design). I have access to Photoshop and realize I could set up my swatches, but since I'm not working on some retro shooter, the color depth at my disposal is still 24 bits. This is too much, because my assets tend to have this uncanny valley effect where they're similar in tonality, but don't really jibe together in-game. Any suggestions as to how to limit my palette without resorting to 8 bits? Or is it just a matter of "git gud"? :) 

Edited by irreversible

Share this post


Link to post
Share on other sites
Advertisement
On 10/11/2017 at 10:53 AM, irreversible said:

my orginial assets target 4K, but look muddy when used in some arbitrary lower resolution, which is not a multiple of 1080p

You are looking for mip maps and mipmaps blending.

The way this works is that you start with a very large image say 4K. Then using your UI tool you build a scalable UI, you can keep it simple and only scale by percentage if you want.

A mipmap will provide you with half of each texture so 4k->2K->1K->512->256->128->64->32->16->8->4->2->1

Now if you worked on 4096*4096 then scaled to 1080p(1920*1200) your X would find the two nearest 2K and 1K then work out the percentage: 1920/ 2048 = 0.94- 0.5= 0.44*2=0.88 (Because 1024 =0.5 of 2048)  and lerp (2048, 1024, 0.88) between the two textures using the percent. The same would happen to Y 1200/2048 = (0.59-0.5)*2 = 0.17 and lerp(2048, 1024, 0.17).

So your new image would be (0.88 of 2048, 0.17 of 2048) and the rest of the texture would be 1024.

 

Confusing? Your in luck just Download Unreal or Unity and the engine will already have UI scaling tools and mipmap blending. All you would need to do is check the box that reads mipmaps and the engine will do this for you on auto.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Advertisement