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About rishflab

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  1. so say if i set my native resolution as some really high and scale down will the scaled version look terrible? scaling up makes things look terrible. is this the same case as scaling down?
  2. is basic server client multiplayer too hard to learn for someone who is a beginner to game development. Im looking to implement basic UDP multiplayer for a 2d game using winsock or enet. im fairly proficient with c and i have learnt c++ but havent made anything with c++.
  3. @Krypt0n  Im making a 2d multiplayer PC game. It is very important that I am able to support multiple resolutions while keeping it fair for everyone.   @Solid_Spy portal is a 3d game. 3d game graphics are represented using points in space and equations kind of like vector graphics and can be scaled without any quality loss. If I were to draw my sprites for 1366x768  and scale to fit higher resolutions such as 1920x1080 and 1600x900,there would be reduction in image quality because the scaling algorithm will have to do some guesswork to essentially fill in the blanks.           I am wondering if however drawing sprites for say a hypothetical 3940x2160 resolution display and downscaling them to fit the required resolutions would result in negative effects on the image quality?
  4. rishflab

    scaling sprites

    I have a similar question to OP ( see my thread http://www.gamedev.net/topic/637864-scaling-2d-bitmaps-for-multiple-resolution-support/)   What happens if I draw all my sprites at really high resolution and scale them down to fit all the required resolutions? Will this result in negative effects on image quality?
  5. Im making a multiplayer 2d game and I would like to support multiple resolutions and to do this I need to scale the game so people with higher resolution monitors are not advantaged by being able to see more of the game.   I was wondering if a good way to tackle this problem was to draw everything at extremely high resolution and scale it down to fit the desired resolution. Will doing this result have any negative effects on the image quality? Would it be better to prescale the images in photoshop and access the ones for the desired resolution or use d3d to scale prior during loading screen?     I could use vector graphics but they seem to have a very cartoony look which isnt really the look i am after.   How to professional 2d game developers handle this issue?   I should probably mention I am a huge perfectionist and i hate having to comprise and I am also very new to this whole game development thing.
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