You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This probably needs a bit of explanation. I wanted to try making a low-res "resource pack" for BrogueCE by editing tiles.png. Since the original tiles are 128x232, I edited them at the scale of 16x29. However, I feel like the way they're rendered in game makes such a resource pack look really bad. I'm not super knowledgeable about this kind of stuff, but it seems like the tiles are rendered using something like "bilinear" scaling rather than "nearest neighbor", so they end up being blurry, which goes against the pixel style I was going for.
For reference, the tiles.png looks like this, so it doesn't have anything to do with me messing up the actual image, it's purely related to how the game draws it to the screen.
My proposed solution for this involves a couple changes:
Giving the user an option to switch the rendering mode to nearest-neighbor if they wish
Letting the user set their window size to any multiple of 800x493 pixels. This is the size of the smallest tile that could scale up cleanly (16x29) times the size of the screen in tiles (50x17).
I hope I worded this in a way that's understandable. This is obviously a change that's not at all critical to gameplay or anything like that but I think it's still something that'd be really cool to have for people who are interested in modifying the game's visuals.
The text was updated successfully, but these errors were encountered:
This probably needs a bit of explanation. I wanted to try making a low-res "resource pack" for BrogueCE by editing tiles.png. Since the original tiles are 128x232, I edited them at the scale of 16x29. However, I feel like the way they're rendered in game makes such a resource pack look really bad. I'm not super knowledgeable about this kind of stuff, but it seems like the tiles are rendered using something like "bilinear" scaling rather than "nearest neighbor", so they end up being blurry, which goes against the pixel style I was going for.
For reference, the tiles.png looks like this, so it doesn't have anything to do with me messing up the actual image, it's purely related to how the game draws it to the screen.
My proposed solution for this involves a couple changes:
I hope I worded this in a way that's understandable. This is obviously a change that's not at all critical to gameplay or anything like that but I think it's still something that'd be really cool to have for people who are interested in modifying the game's visuals.
The text was updated successfully, but these errors were encountered: