NightFrost
Member
When making low resolution games, for example 480 by 270, and blowing them up to fullscreen, it quickly becomes apparent that slowly moving objects have some stutter to them because individual pixels are so large. I've been thinking about solutions to this problem and wondered if anyone has tackled this same thing and what their solutions might have been.
My current line of thought is to do subpixel movement (so to speak). The rooms and all art assets would be blown up by some factor. Moving objects would be allowed to move in single pixel steps, but code would enforce alignment to simulated pixels. That is, even if the player just quickly taps a direction, their character will move several subpixel steps to align itself to a virtual low res pixel boundary.
This is pretty much the only solution I can come up with, but it seems a pretty complex arrangement just for the sake of smoother apparent motion. Are there any other methods people have successfully used to solve this?
My current line of thought is to do subpixel movement (so to speak). The rooms and all art assets would be blown up by some factor. Moving objects would be allowed to move in single pixel steps, but code would enforce alignment to simulated pixels. That is, even if the player just quickly taps a direction, their character will move several subpixel steps to align itself to a virtual low res pixel boundary.
This is pretty much the only solution I can come up with, but it seems a pretty complex arrangement just for the sake of smoother apparent motion. Are there any other methods people have successfully used to solve this?