Vote for nearest neighbor size interpolation!

owen_dennisowen_dennis Just a guy, you know.Member, PRO Posts: 236
edited February 2016 in Working with GS (Mac)

Hey everyone, I want to implore you all to vote for this nearest neighbor size interpolation option: http://bugs.gamesalad.com/show_bug.cgi?id=1095

All it needs is 3 votes to make it into the top requested feature requests for the engine!

For anyone that doesn't know, there are different algorithms that one can use to make an image bigger or smaller. Nearest neighbor basically means when you blow something up to be larger, it keeps things sharp and looks almost like you're zooming in on the pixels. Currently, Gamesalad only has a smoothing option. Here's an example:

It would be extremely helpful to have this scaling method as an option in gamesalad. I firmly believe that it would increase the visual quality in many of our games, not to mention improve workflow. Instead of making an image at a 32x32 square and then blowing it up by 200, 400, maybe even 800% sometimes (depending on the look you want in your game) you can just leave it as is. If you need to edit the image, you can just go back and change the pixel without having to blow up the image every time (and then accidentally saving your psd file as the blown up image, which I think we’ve all done ;-) )

That’s not even to mention having to blow up the image again to be twice the size you’ll finally want it to be so it looks good for retina.

Including this kind of size interpolation as an option will also reduce the memory footprint and the amount of RAM needed in any given scene. As it is right now, what should be a 32x32 pixel image can end up being 128x128. If you have larger images than that or if you need your smaller looking pixels to look bigger, it can end up even crazier!

Being able to use images that are really only 32x32 instead of looking like they're only 32x32 will make the game load faster and the scenes run smoother!

Pixelated aesthetics in games aren’t going anywhere, they’re now a totally legitimate art style that people use in games all the time. It’s great for fast iteration of art and it’s the go-to for non-artists so they can make a sleek, professional looking game on a budget without having to hire someone. This also will cut down on people not even realizing they have to make their graphics twice the size for retina.

I think the best way to handle this would be like this:

  • Include a default scaling dropdown menu on the Project Info page beneath the resolution independence checkbox. If your whole project is to be scaled that way, then just check it here!

  • Include a scaling dropdown menu in each actor, similar to the collisions drop down menu we just got. This way you can change individual actor’s scaling styles if you need to, but the default will be whatever was set in Project Info page.

None of us should have to feel jealous that this could be done in a Nintendo game from 1995 but not in our games made in 2016.

Vote for this feature request so the team can see how much this matters! The gamesalad team has been doing a great job at implementing new features, and I sincerely believe this would make our games look great and it will help gamesalad take another step as a high quality game engine!

http://bugs.gamesalad.com/show_bug.cgi?id=1095

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