M
Madlark
Guest
Hi all,
I need some advice regarding sprite size and zoom in a project I'm currently working on. I've been trying to figure this out for a few days now, so I'm probably over-engineering or missing something obvious at this point, but please bear with me.
Basically, what I have in the game is a horizontal surface where player can place objects. There is a zoom function which allows the player to zoom both out and in to either check out the objects up-close or see the entire surface. The camera/viewport size is 1920x1080.
I'd like the sprites to be high-res(ish), so I'm using 1024x1024 .PNG sprites at 1000dpi for the objects and scale them down to 128x128 inside GMS2, which is the actual space the objects occupy in the room.
Problem is, while the sprites look fine at zero zoom-in/out and downright awesome at max zoom-in, as soon as I zoom out, all sorts of jagginess and aliasing pops out, and the details just blend into each other (yes, interpolation is turned on). A mess, basically. Now, I know this is normal and that high-res sprites in this scenario would look good up-close and bad from afar, and vice versa for the low-res ones.
What I'm wondering is, is there actually a common way of handling things like that in GMS? I'd be willing to sacrifice zoomed-in quality for things looking better zoomed-out, but I'm not sure how to achieve this other than switching to lower-resolution textures and reducing the number of detail, and I *don't* want to use pixel art.
I hope at least some of this made sense. Thank you in advance!
I need some advice regarding sprite size and zoom in a project I'm currently working on. I've been trying to figure this out for a few days now, so I'm probably over-engineering or missing something obvious at this point, but please bear with me.
Basically, what I have in the game is a horizontal surface where player can place objects. There is a zoom function which allows the player to zoom both out and in to either check out the objects up-close or see the entire surface. The camera/viewport size is 1920x1080.
I'd like the sprites to be high-res(ish), so I'm using 1024x1024 .PNG sprites at 1000dpi for the objects and scale them down to 128x128 inside GMS2, which is the actual space the objects occupy in the room.
Problem is, while the sprites look fine at zero zoom-in/out and downright awesome at max zoom-in, as soon as I zoom out, all sorts of jagginess and aliasing pops out, and the details just blend into each other (yes, interpolation is turned on). A mess, basically. Now, I know this is normal and that high-res sprites in this scenario would look good up-close and bad from afar, and vice versa for the low-res ones.
What I'm wondering is, is there actually a common way of handling things like that in GMS? I'd be willing to sacrifice zoomed-in quality for things looking better zoomed-out, but I'm not sure how to achieve this other than switching to lower-resolution textures and reducing the number of detail, and I *don't* want to use pixel art.
I hope at least some of this made sense. Thank you in advance!