Instead of redistributing what pixels render to scrunch it into the screen the excess either is excluded off the edge. If the frame rate does goes things to move 4 pixels at a time, I would imagine your pixel density would be greater and it would be no different that having to watch something move about on a 480 monitor.įor scaling to different screen rations you just have to crop or letter box. PC / Computer - Hyper Light Drifter - The 1 source for video game sprites on the internet Wiki Sprites Models Textures Sounds Login. So higher resolution only means smoother movement if the frame rate can match it. Hyper Light Drifter May Include Mode 7 Mode Creator Was Deadly Serious About. Ah I recorded my screen and I have already did two little gifs. In terms of HLD there is not movement grid. Be the first one to comment Follow Us Share Show More Comments GIF Comment. Last night I was playing Hyper Light Drifter. But the assets still moves fluidly through that grid. You can have the art coming to rest in a fixed grid like in the old Pokemon games. So now the smoothness of the movement is dependent on the frame-rate. It's can still make that movement in 4 ticks, or 4 frames. But this collection by Slovakia-based artist Dusan Cezek. But that doesn't mean that it has to move 4 pixels at a time. Folks have been turning the best scenes from flicks into GIFs for as long as GIFs have been hot. If the assets scale what once was a 1 pixel stripe is now 4 pixels wide. Fixing the minimum resolution means that no data is ever unintentionally lost.īut you can the scale up that frame. If you pushed something into the back ground you would imagine it shrinking until you only have 1 pixel to represent it. That last allows you do not lose out on visual date. Or you fix your assets based on the camera's resolution. Or you have multiple sets of assets of differing fidelity. With 2D usually you want you're art to scale to different camera resolutions which might require vector graphics. You have the resolution of your camera, and it is gather visual data based on the representation of your art assets. I won't talk about the 3D case just the 2D. So there are different stages of rendering and different aspects that will effect what you're talking about.
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