Re:Pixel art and the art of preserving pixel size
by roc on Friday August 03, 2012 @04:11PM
(#4335916)
I still don't follow why you're saying "waiting 8 frames".
But I think I get what you're talking about -- essentially interpolation.
The problem would come from anything other than simple movement of a static sprite. If there's some much as a wispy smoke trail animation off the back end of the rocket as it flies through the air, the sprite data isn't going to give you any indication where those particles should be waving about during your interpolated frames.
Re:Pixel art and the art of preserving pixel size
by Luc on Friday August 03, 2012 @06:51PM
(#4336619)
You'd model the rocket exhaust as individual particles or suffer the blocky animation. But it's not rocket science :)
'Realm of the Mad God' works this way, with the added affront to purity of having rotated pixels. I think it works rather well: http://www.youtube.com/watch?v=hpMdFFxFbY4
In my example, the larger screen has e.g. 8 times the number of pixels horizontally to show movement in. Instead of waiting 8 frames and skipping ahead 8 hardware-pixels, you can render the sprite 1 hardware-pixel further along every frame.