Started by AndreasBlack, 01 Dec 2021, 20:49
Quote from: AndreasBlack on 01 Dec 2021, 20:49At first i was thinking about changing the resolution of the game but that makes the GUI interface go crazy.
Quote from: Crimson Wizard on 01 Dec 2021, 21:36Firstly, I dont know what your game plan is and which stage of development you are on, but I strongly advise to decide whether you want to have a low-res game or high-res game.If you keep the game 320x200 then everything will be pixelated; and even if you zoom the room out then you'll see a larger portion of the room but still rendered in 320x200.Of course, if you change the game to high-res then you will have to adjust GUI in accordance to this; and maybe other things too. But it's more important to have a proper game res even if that comes at a cost of editing some elements.That said, zooming rooms is supported since AGS 3.5.0. This is done by changing room camera's size. Camera's size determines which portion of the room you see. The relation between room camera and viewport creates zoom in/out effect.Code: agsGame.Camera.SetSize(1280, 720);PLEASE NOTE that will zoom not only the room background, but also everything in the room (objects, characters)!If you want to rescale background only, then perhaps you will have to reimport room's background at a smaller resolution.
Quote from: AndreasBlack on 02 Dec 2021, 12:59If you think about Thimbleweed Park's Hotel outside view.The game is usually 320x200 it is a "lowres game".
Quote from: Crimson Wizard on 02 Dec 2021, 13:06Quote from: AndreasBlack on 02 Dec 2021, 12:59If you think about Thimbleweed Park's Hotel outside view.The game is usually 320x200 it is a "lowres game"."Thimbleweed Park" is not a low-res game, even though it seemingly uses low-res pixel sprites. The best way to notice this is to observe the game speech: the text is clearly very hi-res.Because the game itself is hi-res it can use scaled sprites of varying resolutions when necessary.If you want to achieve similar effect in AGS, you'd have to setup a hi-res game and use scaled low-res graphics and zoomed rooms, etc.
Quote from: AndreasBlack on 02 Dec 2021, 13:11So basically the "9 Verb template" in AGS is setup wrong. Since it is setup to be a 320x200 game, when it's really not.
Quote from: Khris on 02 Dec 2021, 19:27Quote from: AndreasBlack on 02 Dec 2021, 13:11So basically the "9 Verb template" in AGS is setup wrong. Since it is setup to be a 320x200 game, when it's really not. It's not "wrong" in any sense, the template (like basically all of them) is set up to create a lowres game. Those usually have a native resolution of 320x200. However they are typically displayed using a 4x or 5x nearest neighbor filter.Your avatar for instance is clearly a lowres sprite, so to me it's not clear at all which resolution they right choice for your game is.Do you want to create a game like this:or a game like this:
Quote from: eri0o on 06 Mar 2022, 14:05Could mockup a single game screen so it is easier to understand what you are asking?
Quote from: Snarky on 07 Mar 2022, 13:09AGS works very differently, graphics-wise, than the Thimbleweed Park engine. TP uses essentially 3D graphics technology, where sprites are textures that can be scaled up and down arbitrarily, which makes it easy to create "mixed-resolution" effects—some things are low-res (scaled up) and other things are more high-res (scaled up less).In AGS, you are working with one fixed game resolution and limited support for in-engine scaling (though the Camera API opens up some possibilities), so if you want some things to be low-res and other things high-res, you have to pick the highest resolution you need, and then manually scale up all the other graphics, either by pre-scaling them before you import them, or using some rather tedious in-game methods.There are some games that do this, precisely in order to have the UI and fonts in higher resolution than the backgrounds and characters, but for the most part people prefer to do the whole game in one resolution—both for convenience and because it is stylistically more faithful to classic 2D adventure games, and seen by many as aesthetically preferable.
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