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.
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