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I have done enough reading to know that a lot of 2d platformers have their main characters be about 1/7th to 1/9th of the height of the screen. But I'm willing to accept that I started out completely wrong with uploading incorrect sized sprites and so forth. I want the view for the players to be only like a small piece of that. I may just be misunderstanding which numbers are for which properties, etc.
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Also, if it matters, I'm not making this a mobile game.
#Stencyl scales how to#
Just not sure how to scale properly for what I want.
#Stencyl scales code#
I would love to see your examples, and I don't really have any code for this issue. My main issue is trying to figure out how to use it properly with the given options. I seem to understand why it would be used. although I do have a few examples of dynamic lighting (LD games-so not mobile) if you want to look at them. If you have code already, it'll probably be easier to post it and fix it than start from scratch. Raw images and Image API gets a bit tricky with scaling modes.
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However, it's easier to delete information than create it, so you'll usually get a better image by drawing a large image and importing at 4x. You can do this the other way around: give Stencyl the 1x version and let it generate the larger 4x version. So the best practice is to draw your assets very large, give Stencyl the 4x version, and let it create the smaller 1x version. Downscaling is generally less distorting then upscaling. The solution is to import your graphics at a higher scale: 3x or 4x, then have Stencyl downscale them. Now there's a potential issue: Scaling graphics up in size tends to distort them. Essentially, you can design your game as if the iPhone X had the same resolution as the S2. The 3x scaling mode will know to adjust that to 1200,720 for the iPhone X so that the actor is still placed at the center. Say you have some code that places an actor at 400,240-that is, the center of the screen. In addition, any code relevant to screen position is adjusted as well. By using the 3x scaling mode, you can build a single 800 x 480 version of your game, and a 2400 x 1440 version will be automatically generated. To get around this dilemna, we have scaling modes. Without scaling, you would have to build an 800 x 480 version of your game for the S2, and a separate 2436 x 1125 version for the iPhone X. So if you build a game at resolution 800 x 480, it will fill the entire screen of the S2, but only an area of about 1/9 that of the iPhone screen. Yes, the iPhone X has a bigger physical screen, but not by much (about an inch and a half), where as the pixel width and height dimensions are almost triple. The iPhone X resolution is 2436 x 1125 where as the S2 resolution is 800 x 480. Imagine developing a game on something like the iPhone X with a very high number of pixels per inch, versus an older device like a Samsung Galaxy S2. I think the scaling modes will be easier to understand if you know what problem they're trying to solve. Thanks in advance.įirst of all, I'm not really an expert in mobile, but I do work a lot with raw images and Image API. For my specific example, what am I doing incorrectly, or not connecting to create what I need?Īll help is appreciated, and I'm now back after a long break due to frustration from Image API, so I'm fresh minded and ready to learn again. help with definitions and understanding the concepts provided by Stencyl's DevsĢ.
#Stencyl scales full#
The second route has me super confused.įor example, if my game is 1920x1280 scaled down 4x to 480x320 but I only need to, and want to see like800x800 scaled down 4x to 200x200 and have that view be the full screen, how would I achieve this?ġ. I figure there are multiple ways to do this, like changing all of the sizes for all of the assets (not ideal, but I have definitely tried it before) or possibly, adjusting the display size setting in the main options. So I'd like my actor to take up more of the screen. Well either way, that is quite small on the screen. Let's say my actor is 64圆4 scaled down 4x to 16x16. I scaled the assets down by 4x and the work area is 480x320.Įven though the work area is this size, that is not the size I want to be showing at fullscreen on the screen. I tried to make a game in 1920x1280 resolution. Well before I can do that, I have to know how to even get images the correct size when I'm viewing the game, etc. The reason I'm asking is stemming from trying to create a lighting effect. More specifically, what each thing means, and why it would be used? So, now that that's out of the way, the question.Ĭan someone please help me with a detailed understanding of graphics scaling and app scaling modes in stencyl? Off the top, I am still very much new to this, even now, 6 years later, my knowledge is very low.
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