Optimal Scaling Methods

I’ve read through all the different documents/posts on dynamic image scaling and resolution and we’re still facing some issues. My team is just about done with our first app, but we’re plagued by scaling for Android devices. Currently, with letterbox scaling we get a lot of blur. This is due to the scaling I’m assuming. Performance on iPhones is great since the iPhone is scaling X2 and the iPhone 3g, 3gs aren’t scaled since the display is set to 360x480. With Android devices, the blurring looks extremely poor.

My question is, what techniques do people use to avoid graphical blurring while keeping a consistent user appearance. I’m not sure if this can be resolved by an art redesign, a custom scaling system, the use of dynamic image resolution and multiple assets. I’m just not sure how to handle this. I’ll post screen shots later tonight to give you a better idea. [import]uid: 114566 topic_id: 27983 reply_id: 327983[/import]

It should also be noted that our base for our art is 16x16 pixel art. However, we’ll probably be scaling that up to 32x32.

Note: I meant 320x480.
2nd Note: I should also mention I’m using lime since the game is tiled based. The gameplay is where I’m mostly seeing the issue. Not so much on the Level Select screens. [import]uid: 114566 topic_id: 27983 reply_id: 113224[/import]

i haven’t ran into any scaling issues between android and iOS. With letterBox(note the case) it is pretty much all taken care of. Maybe posting the following will help someone identify the issues:

*Your build.settings… um settings.
*example code of you creating/displaying a display object
*what version of corona you are using. [import]uid: 147305 topic_id: 27983 reply_id: 113403[/import]

I guess I should be more specific. Everything scales fine, but scaling causes blurring. I’m pretty sure this is what happens. Since my device is targeting the iPhone, I’ve config’d to 320x480. If I then use letterbox scaling on the original droid, it’ll try to scale by a factor of 1.3333 or something of that nature. My tile art is 16x16. Scaling by a factor like 1.333 A.) puts the tile art width/height at a non whole width B.) And would put it somewhere around 21x21. Scaling the pixel art to something other than a factor of 2 just doesn’t seem to work. If I were to scale by a factor of 1.5, the art would be 24x24. This doesn’t translate to pixels very well because you can’t have a half pixel. I know some logic is done by the engine in there to blur/predict to accommodate the best that it can. This causes it to be blurry. With the iPhone 4, it’s scaled by a factor of 2. That means 1 pixel translates into 4 pixels(2x2) and no prediction/blurring needs to be done. I just substitute in art suffixed with @2x and all is well in the world.

I’m looking for how people handle this. I’m not sure if designing the art differently can help(I’m not an artist, I don’t understand art, I can’t even draw a triangle). Or is there something within Corona that could help?
My solution is to provide five sets of art(16x16, 20x20, 24x24, 28x28, 32x32) and turn scaling off. I then can do some math and determine what scaling I’d need. From that scaling, I’d determine the set of art that I use. This is however a ton of work and a lot of assets.

I assumed I’d be able to use dynamic image resolution and turn off scaling but when I do it appears that dynamic image resolution stops displaying. Do I need dynamic scaling in order to provide dynamic resolution?

Any suggestions? Like I said, art isn’t my thing, and this is basically our last outstanding issue.
[import]uid: 114566 topic_id: 27983 reply_id: 113405[/import]