Author Topic: D/A5: Scaling pixel art, opportunity to help  (Read 13199 times)

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Offline Minim

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Re: D/A5: Scaling pixel art, opportunity to help
« Reply #15 on: November 30, 2015, 08:11:52 AM »
No problem at all, Simon. 8-)

Right now I'm working on 1.5x, and doing this manually using Paint, it turns out to be much easier than I expected it to be. :) The Attributes, Select All and Stretch/Skew buttons are incredibly useful in achieving this task. My calculator is also helpful in getting the correct dimensions for each and every image.
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Offline Minim

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Re: D/A5: Scaling pixel art, opportunity to help
« Reply #16 on: December 03, 2015, 08:12:00 AM »
Right then. It took a little while, but I managed to finish 1.5x.

A interesting point I thought I'd mention:
In the skillico and gameico images I retained the Lix icons original size. I had to come up with a decision to make whether I should keep the icons small or to stretch them. (Some of the stretched Lix icons looked disturbing, one of them looked like it had a black eye)
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Offline Minim

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Re: D/A5: Scaling pixel art, opportunity to help
« Reply #17 on: December 09, 2015, 07:24:06 AM »
I have a busy work schedule from midweek, so I thought I'd show you how far I've gone with x3. At least I got the biggest image out of the way.

Can't wait to see my game played with high quality graphics! :thumbsup:
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Offline Simon

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Re: D/A5: Scaling pixel art, opportunity to help
« Reply #18 on: December 12, 2015, 01:24:01 AM »
[02:14] <SimonN> minim has made these icons for D Lix, he needs to get a proper response
[02:15] <Clam> oh yes, I saw those :)
[02:16] <SimonN> I always feel like I'm letting people down; if I work on the D port, the old thing doesn't get updates; vice-versa, and then the same with PhD work vs. Lix work, and writing code vs. commenting/improving on this graphics stuff
[02:17] <SimonN> yeah, it's cool that people are helping out
[02:17] <SimonN> wasn't expecting it at all from him, he popped up out of nowhere and did really solid work
[02:18] <SimonN> I'd do a few pixels differently here and there, but that is normal judgement differences between people. Minim's work helps tremendously.


I'm aiming for another alpha release of the D port, with most of the singleplayer game in place, in the next weeks/months. The new icons will be in there for sure!

-- Simon

Offline Simon

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Re: D/A5: Scaling pixel art, opportunity to help
« Reply #19 on: December 30, 2015, 11:08:16 AM »
Options dialog with Minim's scaled buttons. It's cool how things fall into place one after another.

The level editor will benefit most from the upscaled graphics, but I haven't tackled that yet. Loose direction of where the ship is sailing: Finishing 90 % of singleplayer, and some more of the menus, then release a beta. Then, either editor or netplay. Then, the other of the two.

geoo will be delighted about the hotkeys displayed on okay/cancel: Every hotkeyed button in the application has its hotkey printed on itself. I try to have as few keys as possible without a corresponding button, to keep the interface discoverable.

ccx will be delighted about × ¹⁄₁₅, unicode. :lix-cool:
You have a problem and decide to use Unicode. ��� ��� ���� � �������. You have a problem and decide to use STL. Now you have a _Hashtable_iterator<std::pair<const basic_string<char, str::char_traits<char>, std::allocator<char> >, int>, basic_string<char, std::char_traits<char>, std::allocator<char> >...

-- Simon

Offline Minim

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Re: D/A5: Scaling pixel art, opportunity to help
« Reply #20 on: December 31, 2015, 10:14:28 PM »
Hey. Nice screenshot Simon! Have to be pleased with those arrows and ticks. :lix-wink:

I thought I'd do the rest of x3 before the year ends. I've arranged them all inside a single file.

So, this is my last upload, and I wish you all a Happy new year.

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Offline RubiX

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Re: D/A5: Scaling pixel art, opportunity to help
« Reply #21 on: January 01, 2016, 02:36:26 AM »
Looks awsome simon