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DarkBASIC Professional Discussion / Low-res sprites issue

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Giku_
14
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Joined: 14th Jan 2012
Location: The World
Posted: 14th Jan 2012 18:47
Hi guys, sorry for my bad english but i'm italian, me and a friend of mine are going to make a 2D Game but we have an issue with the sprites.

We have both imporved skills in Graphics,C and BASIC programming so we are now starting using DBPro.

We have made a first PNG animation for our principal character but when we charge it on the DBPro, it come out "Pixelled" or simply Low-Res looking.

Since we want to make an High-Quality 2D Game, what we need to do to improve that quality? Is there another resource instead of sprites?

Please healp us. Thanks in advance.

I attach an image: http://i40.tinypic.com/t6csra.png
basjak
16
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Joined: 16th Apr 2010
Location: feel like signing up for mars
Posted: 14th Jan 2012 20:01
sprites will take the image you made for it,

it seems that the problem you have is in the display mode. set your screen to the desired display mode.
DarkDISCUSSION
15
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Joined: 6th Jul 2011
Location: Ft Madison, IA
Posted: 14th Jan 2012 20:28

Try adding this at the top of your code. fill in the width,height,depth statements with your highest possible screen resolution and see if that helps.

Monsters are Ready to spill their Dark Sercrets......
Giku_
14
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Joined: 14th Jan 2012
Location: The World
Posted: 14th Jan 2012 20:56
Already done guys, we are developing this for a FULL HD Resolution so also the game is in 1920x1080p resolution as the developing area...

The image is a PNG image with transparent background...
We can't go on with the work if we first solve this problem...
IanM
Retired Moderator
23
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 14th Jan 2012 22:04
Can you upload an example image you are having problems with, and post some code that shows the issue with that image?

Giku_
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Location: The World
Posted: 14th Jan 2012 22:20
MrValentine
AGK Backer
15
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 15th Jan 2012 02:43
Hmm... shouldnt it be in .bmp format with a fixed background colour which would disappear and become transparent... curious to see the solution to this...

Chris Tate
DBPro Master
17
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Joined: 29th Aug 2008
Location: London, England
Posted: 15th Jan 2012 03:47
Posting the sprite image reveals the problem. It is far too large.

The image will be reduced to the maximum texture size. Each frame will be scaled up with distortion.

Your image is 25,600 pixels wide.

Use GET MAXIMUM TEXTURE HEIGHT() and GET MAXIMUM TEXTURE WIDTH() to see your graphics card limit for image sizes, so you can adjust the way you export your images.

It will probably be between 2048 and 8192 pixels, but it is dependant on each persons graphics card.

You'd need to split your animation into several images.

Giku_
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Joined: 14th Jan 2012
Location: The World
Posted: 15th Jan 2012 10:18
Quote: "Posting the sprite image reveals the problem. It is far too large.

The image will be reduced to the maximum texture size. Each frame will be scaled up with distortion.

Your image is 25,600 pixels wide.

Use GET MAXIMUM TEXTURE HEIGHT() and GET MAXIMUM TEXTURE WIDTH() to see your graphics card limit for image sizes, so you can adjust the way you export your images.

It will probably be between 2048 and 8192 pixels, but it is dependant on each persons graphics card.

You'd need to split your animation into several images."


I thought that was the problem, i'm now going to try!

Is the graphics card limit for image sizes different for each graphics card?

EDIT: It tells me 8192x8912 (ASUS NVIDIA GeForce GTX560Ti)
Giku_
14
Years of Service
User Offline
Joined: 14th Jan 2012
Location: The World
Posted: 15th Jan 2012 10:18
Quote: "Posting the sprite image reveals the problem. It is far too large.

The image will be reduced to the maximum texture size. Each frame will be scaled up with distortion.

Your image is 25,600 pixels wide.

Use GET MAXIMUM TEXTURE HEIGHT() and GET MAXIMUM TEXTURE WIDTH() to see your graphics card limit for image sizes, so you can adjust the way you export your images.

It will probably be between 2048 and 8192 pixels, but it is dependant on each persons graphics card.

You'd need to split your animation into several images."


I thought that was the problem, i'm now going to try!

Is the graphics card limit for image sizes different for each graphics card?

EDIT: It tells me 8192x8912 (ASUS NVIDIA GeForce GTX560Ti)
Mobiius
Valued Member
23
Years of Service
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 16th Jan 2012 12:35
Instead of loading a sprite-sheet, construct your own sprite animation commands and load each frame as a separate image.

My signature is NOT a moderator plaything! Stop changing it!

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