64x64: the issue
Created by: PJB3005
So, I made a branch for 64x64 sprites, it can be seen here: https://github.com/d3athrow/vgstation13/tree/64x64
Most of the sprites are already upscaled with nearest neighbor interpolation by a script I made, but we need to do more than that. This issue servers as a way to keep track of what needs to be done:
Pixel offsets
Because we have double the icon size we need to double the pixel offsets of everything. Sadly this is very complicated.
Higher resolution lighting overlay
While not critical, we have double the resolution to work with for a lighting overlay so we should probably take advantage of it. Issue is that I'm too crap to figure out the formula used for it.
Scratch that it results in a complete fucking mess anyways. Really gonna need some help to reverse engineer it and fix it.
The lighting overlay has 4 corners, each corner has an associated channel in the PNG:
- Bottom left: Red
- Bottom right: Green
- Top left: Blue
- Top right: Alpha
The lighting overlay is interpolated between these 4 colours. The issue is the way it's interpolated.
- On the edges of the sprite, the interpolation is linear. (bottom center is ~128 red).
- On the diagonals, it's a square root function. This is (luckily) just a
sqrt(x)
so it's relatively simple.
Between diagonals and edges... Some mixture of the 2 probably. Help with this would be appreciated. I did try to use bilinear or bicubic resampling on the lighting overlay to upscale it but both resulted in an unusable mess.
Title screens.
They're gifs and PNGs, shouldn't be too hard to upscale.
Bingo.
-
Pixel offsets. -
Lighting overlay. -
Title screen.