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(1 edit)

Thank you for your comment! I didn't quite understand you, you first scolded me and then praised me)) Did I do something wrong?

I drew all the sprites adhering to the screen size restrictions of 160x144 pixels, the game was created in a 160x144 pixel window, only when compiling I increased the screen resolution by 6 times, which seems to be allowed by the jam rules, but the original images remained at the same resolution.



I apologize in advance if I did something wrong)) I am an amateur and far from an artist, I just like pixel games, that's why I participate here and I would not compete with a professional like you in pixel art)

I'm doing a little more digging, and I think your engine is applying rotation after upscaling, for one. Take for example, the skeleton in shackles in the background of this screenshot on your page.

I can see the blockiness of the sprite, but it appears to have been rotated to simulate having a broken manacle. As a result, the sprite stops aligning with the 4x4 blocks needed for an upscale,  If we zoom in, it looks like this.

See how the 4x4 pixel blocks have broken down? There's a lot of angles that adjust one pixel at a time, meaning the sprite is treating the 640x576 output window as unscaled.

Hope this clarifies a little. I have a bad habit of being too verbose and opaque when trying to explain things.

Now I seem to understand you, thank you for paying attention to this, I don't know why this can happen, because I never thought about it, the only thing I did during the development of the project was that I turned off anti-aliasing for sprites so that the picture would not break into shades, observing the palette. In the next jam on GB I will try to pay attention to this))

The skeleton is indeed different from the one in Photoshop. That is, sprites are smoothed by default in my engine, I turn off smoothing and the picture starts to split into a palette, then the main color is taken, and all the others are deleted, because of this, a torn image is obtained. That is, the conclusion is that I do not import sprites correctly or my screen resolution seems to me to be erroneously correct.