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0
votes
1answer
36 views

how to correctly scale box2d in libgdx

I'm currently using 800x480 resolution and FitViewPort and I divided that by PixelPerMeter variable which is equal to 10 and that helped to move my box2d body faster. But when I tried to use fonts I ...
1
vote
2answers
117 views

How to fake a 3d character displacement by sprite scaling in GameMaker?

I want my 2D sprite to become bigger when moving down the screen (closer to the camera), smaller when walking away and to maintain the same size when moving left or right. The scaling along the y ...
0
votes
1answer
34 views

GUI scaling: Viewport-based scaling or individual logic

I want to use scene2d for creating a GUI for a libGDX game. In scene2d all sizes are provided in pixel units (instead of percentages). So I wonder what is the best approach to deal with different ...
0
votes
1answer
106 views

Looking for a dirty pseudo 3D trick

To be specific I want to do bad sprite scaling like in Operation Thunderbolt. For some reason I'm getting it all wrong so far. I started over from scratch and I've literally got a sprite that follows ...
0
votes
1answer
52 views

Unity2D: Scaling and Locking Image to anchor points

I have a script that uses Index to change an objects sprite using OnClick to move through the sprites, like a slideshow. I want the image to scale to the size of my anchor points, because I've notice ...
0
votes
0answers
38 views

Inverse zoom in/out (scaling) of AR 3D model using ARToolkit for Unity5

I have done a AR project using ARToolkit for Unity. It works fine but the problem I'm trying to solve here is to inverse the scaling on 3D model. Right now when you take camera further away from the ...
1
vote
0answers
70 views

(GameMaker) Smooth scaling and transparency while zooming

My game has a zoom function. There is a man in a spaceship, we can see the interior of the room room from side on as the outside is totally transparent. When I zoom out I want the outside of the ...
1
vote
0answers
55 views

Instanced based game with multiple node instances

I have a nginx load balancer with 4 nodejs instances behind it, and one Redis server to share certain memory. My game is an instance game, similar to Diablo 2. Players can create "games" if you will ...
0
votes
1answer
52 views

Bullet: Apply any Transformation to RigidBody?

I'm using Bullet for CollisionDetection. I load a scene from a Collada-File using Assimp. Let's say I want to give every object in the scene a RigidBody with a box as CollisionShape. Right now I first ...
3
votes
1answer
183 views

Animation Scaling?

I have an animation that changes the scale of the GameObject but also happens to change the position as well. I do not want the position to be changed by the animation, only the scale. How can I do ...
0
votes
0answers
64 views

How to render Fonts with correct size?

I'm making a game using libgdx and box2d so my Orthographic Camera Viewport is only 20x12 pixels/meters, when I try to render the a font on screen it becomes really big and pixelated, I also tried to ...
0
votes
1answer
219 views

Scaling Uma Character Unity 3d

My room is bigger than my UMA character so on spawn my character looks tiny. I have found this link: http://answers.unity3d.com/questions/988134/uma-how-to-increase-npc-avatar-scale.html but ...
1
vote
1answer
186 views

Why would this scaling matrix have no effect?

To draw a simple model using the DirectXTk, I'm doing the following. It all works perfectly, draws correct, and so on. Except changing the scaling factor makes NO difference, and I can't figure out ...
0
votes
1answer
2k views

What screen resolution do I make an android game in? [duplicate]

Is it safe to assume that most mobile phones and tablets today have moved to 1280x720 resolution and above and make the games in that resolution, scale down for smaller screens or is a smaller ...
0
votes
1answer
139 views

Scaling images in Unity

I have a question about how scales work in Unity (using 5.0). I've made a .gif image that is 100x100 pixels in size. I put it in Resources folder under Assets. When i drag it onto the scene it ...
0
votes
1answer
235 views

Relationship between Camera's view size, screen resolution and objects scale

I've had this question since a long time ago and wanted to know the relationship between how an object is viewed through the camera depending on the resolution of the device, the camera's view size ...
2
votes
3answers
248 views

Scaling surface changes colors

I'm building a pixel art game with pygame, and I'd like to scale it to double the size. I have tried the pygame.transform methods like scale and scale2x, but they seem to alter the colors quite badly, ...
1
vote
1answer
170 views

Working out velocity/time based on physical pixels moved

In my game I integrate like so: (Please assume all variables to be declared) sprite.xTimeInSeconds = 5.0; //Time in seconds it should take this object to cross screen sprite.xVelocity = 1f/...
2
votes
4answers
571 views

How can I scale up sprites but maintain visual quality?

I am using WebGL. I have an isometric grid which contains tiles. Some have 'tree' sprites on them. If I have my tree sprite loaded from a texture with a fixed resolution, when I zoom into the grid (...
0
votes
1answer
3k views

Libgdx Box2D and Screen Viewport Scaling

I am currently having problems getting an easy to manage system of scaling my units for use with box2D. Normally I would create virtual units to go along with me viewport and camera but since I am ...
0
votes
1answer
76 views

LibGdx Scalling sprites on Android

I have a sprite that is a few buttons but need them in the center of the screen for all android devices. I tried setting it's location to the center of the screen by dividing the orthogonal camera by ...
-1
votes
1answer
214 views

Will Unity automatically scale everything? Please help!

I don't have a GUI or anything. Just a bunch of game objects with pictures on them. I want everything to scale with the size of the screen. So if it's a small screen, the character will take up less ...
2
votes
2answers
1k views

Scaling sprites in XNA 4.0/Monogame

So I looked up a tutorial on how to scale sprites in XNA and I think I have it all figured out. The only problem is that I want to use a spriteBatch.Begin() method overload without changing anything ...
0
votes
3answers
226 views

Adjust bitmaps according to screen ratios on android

I always thought that pixels were square... it turns out i'm wrong, and I am quite worried by this. This means that if I draw a circle, it will be round on my screen but it could be an ellipse on ...
0
votes
1answer
492 views

Pygame - Increase and decrease the image size

I'm creating a 2D game where the player shoots cannon balls.. To give the impression of movement, i want the cannon ball to increase size untill half of the path, and then decrease untill it reach the ...
7
votes
2answers
628 views

How do I letterbox a C#/Monogame viewport within a resizeable window?

I am making a 2d game with xna/monogame. I want the main view area to always show 15x15 tiles, or 480x480px. I've got something that sort of works, following this guide. It expands the view range if ...
1
vote
1answer
52 views

Scaling entity by screen height (simulating depth on orthographic camera)

i want my entities to be at 100% scaling (for example 128x128 pixels) when they are at 40% of the screen height (for example 480 pixels at 100%), so when they are at 41%, they are at 99% scaling (126,...
0
votes
0answers
393 views

Scaling issues with Open GL viewport / scissor box (Trying to draw outside of viewport)

In my game I am currently scaling the viewport so it retains the ratio of my development device like so: width = (int) Math.min(deviceWidth, deviceHeight * 1.702127659574468); //1.702127659574468 is ...
6
votes
3answers
11k views

Confusion over GLViewport

I'm hoping someone can help me understand the GLViewport and what happens when we resize it This will illustrate my confusion.... So, here I have a quad stuck in the middle of the screen. If I have ...
1
vote
0answers
232 views

libgdx - Image artifacts when downscaling image

Why does this border appear around the edges when I downscale a bitmap and how do I avoid it? I tried every filter I know, the results go from bad to worse. Here's the original bitmap:
1
vote
3answers
408 views

MonoGame - 2x2 texture scaling issue

I've just recently switched from XNA to MonoGame and now I've run into something that has never happened to me in XNA before. I've created a 2x2 texture and filled it with a color by doing this: //...
13
votes
2answers
5k views

How do some mobile games scale graphics so beautifully? [duplicate]

I'm working on my first Android game and have been struggling a bit with scaling. I've got 3 test devices 800x480, 1920x1080 and a 2560x1600 tablet. Some games look near perfect on all of them - many ...
1
vote
3answers
159 views

Getting sprites to move exactly the same on different devices

Background When moving a sprite along the X axis, this is my code: spriteXReal = spriteXReal + (spriteXVel * dt); //.5 would be halfway point of, 1 would be right hand side screen etc... ...
0
votes
0answers
25 views

How do I scale and rotate around different points in Libgdx? [duplicate]

I'm using a SpriteBatcher to rotate and scale a TextureRegion in libGDX. I'd like to rotate the texture around an origin outside of the region, but have the texture scaled around the region's center. ...
0
votes
1answer
362 views

Scaling background without scaling foreground in platformer?

I'm currently developing a platform game and I've run into a problem with scaling resolutions. I want a different resolution of the game to still display the foreground unscaled (characters, tiles, ...
1
vote
3answers
233 views

Applying scale to objects appears to have little effect when close up.

I just started out with D3D 11. My goal is to write a cube voxel engine (Minecraft style). Actually it's working pretty solid already, but when I finally tried to change the size of my cubes, I ran ...
1
vote
3answers
271 views

Inconsistent sprite velocity?

I'm moving my sprites using the following formula: Code that I'm using (Only shows sprite's X position being calculated but Y position is also being done) spriteGridX = 240/480; //I start out with ...
8
votes
4answers
26k views

How do I scale up pixel art without blur in GM Studio?

I'm creating a game in Game Maker Studio that uses pixel art. When I launch the game, all scaled-up textures are really blurry. (It doesn't happen to small ones.) For example, this image renders ...
4
votes
1answer
141 views

How can I approximate an “opening fan”-transformation?

Is there a way to—with matrices—transform something as if opening the image on a Japanese folding fan? Image from Wikimedia Commons. I'm at a loss of what to call it, so pointers towards avenues of ...
4
votes
2answers
750 views

Precision loss when transforming from cartesian to isometric

My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space ...
5
votes
1answer
321 views

Is it more efficient to render full size with AA, or scaled down with no AA?

Which is more resource-efficient (given a typical modern 3D game scene): Rendering it at 100% scale with anti-aliasing, or Rendering it larger and scaling it down to fit the screen, but without AA? ...
12
votes
1answer
1k views

How to reduce image size without pixelation?

I see lots of games with smooth edges characters and high res images, however when I try to reduce images to say 64x64 for my character I just get a pixelated mess. even if I start with a 64x64 canvas ...
5
votes
3answers
753 views

Should I implement anti-aliasing by rendering large and scaling down?

Having read about anti-aliasing, I came to realise that I could render my scene 8× the original size of the screen, then shrink it to render it on my original screen to improve the effect that I have ...