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Superpowers settings for GBJAM

A topic by gameshaped created Sep 29, 2016 Views: 551 Replies: 1
Viewing posts 1 to 2
(2 edits)

I'd like to try out Superpowers with GBJAM5 (https://itch.io/jam/gbjam-5). However I'm having some trouble figuring out how to set up the camera and engine to comply with the 160px x 144px resolution requirement. I can get it close by changing the orthographic scale to 5 and the screen ratio to 160x144, but some rows and columns still end up distorted. I'm not clear on how the math interacts behind each camera and engine parameter. Any ideas?

edit: I understand now that the orthographic scale corresponds to the vertical resolution, so setting that to 4.5 with 32 pixels/unit should give me the correct 144 vertical resolution, I think? But when I build and run the game in the browser and set the correct width and height on the canvas to scale the game 2x, the pixels are still not all square, and have some fuzzy borders.

edit x2: My problem is essentially the same as the one here: https://itch.io/t/36282/odd-pixel-distortion-is-causing-pixel-art-to-look-wrong. I've also seen this issue in all 2d example projects that I've tried - is it possible to set up a pixel-perfect camera in this engine?

(+1)

Are you sure all your settings are correct?

I'm not an expert on how the scaling works, but I think you're misinterpreting how the 'units' in Superpowers work.

Each 'unit' in a scene is just... 1. They represent 1 square / cube of a 2D / 3D game world. It's a simple graph representation essentially. Setting the 'pixels/unit' on an image / cubic model / whatever, tells Superpowers how many pixels of this image / texture will span across 1 unit in the game's scene.

Again, not an expert on all of this, so that may have been a lousy explanation. Sorry bout that.


However, I did manage to get the 160x144 resolution working in my game, so I'll show you my settings:





Hope this helps, let me know if you have any other issues or need a better walk-through of this! :)