Hi I am making a 2d tilebased game, and I am trying to go for a gameboy advance type look, so I am making 16x16 tiles. However, they are way too small. Is there a way to scale the whole screen by two or three times at an acceptable speed, while at the same time not getting a blurry image? I have tried scaled windowed mode, but the image is blurry. I suppose I could scale all the images in paint to 32x32, but is there a better way? Thanks for the help.
Scale the whole screen?
Blitz3D Forums/Blitz3D Programming/Scale the whole screen? there are many ways to scale images.
scaleimage() is antialiased so probably no help.
there may be a code entry in the archives for non-antialiased scaling.
em, are you using blitz3d, sounds like maybe you're blitzplus and posted in the wrong forum.
scaleimage() is antialiased so probably no help.
there may be a code entry in the archives for non-antialiased scaling.
em, are you using blitz3d, sounds like maybe you're blitzplus and posted in the wrong forum.
em, are you using blitz3d, sounds like maybe you're blitzplus and posted in the wrong forum.
You're aware that you can still make 2D games in Blitz3D, right?There isn't really a fast way of doing it 'on the fly', but you could pre-scale everything after turning off TFormFilter which should get rid of the blurriness.
Ah, that would solve it. Thanks Gfk.
Easy solution: make your app fullscreen and use a lower screen res, like 640x480! :P
Why can't he do it on the fly in B3D? He could use a 16*16 tile playfield and copy it over to a texture on a quad/sprite that fills the camera's view.
Graphics3D 800,600,0,2 SetBuffer BackBuffer() cam=CreateCamera() : CameraRange cam,.1,10 Global BG=CreateSprite(cam) EntityFX BG,1 Global BG_tex=CreateTexture(256,256,256) EntityTexture BG,BG_tex exampleTile=CreateImage(16,16) SetBuffer ImageBuffer(exampleTile) Color 100,200,100 Rect 0,0,16,16,False SetBuffer BackBuffer() While Not KeyHit(1) For x=0 To 15 For y=0 To 15 DrawBlock exampleTile,x*16,y*16 Next Next newFlip(2+Cos(zoom)) zoom=zoom+1 Wend Function newFlip(zoom#) CopyRect 0,0,256,256,0,0,BackBuffer(),TextureBuffer(BG_tex) PositionEntity BG,0,0,zoom RenderWorld Flip True End Function
don't just scale the graphics, redraw them as 32x32 tiles.
Im with Smiler on this.
If your graphics look too small, its cos they are.
If your graphics look too small, its cos they are.
Thanks for all the imput, guys. This is a big help.