For example, you have a sprite of mario with a size of 20px x 20px.  This sprite however was made for a game resolution of 1000px x 1000px. What if you want to provide a different game resolution as an in-game option? You could offer to change the game resolution to 2000px x 2000px, but then Mario should be drawn again for this particular resolution. And if you offer many resolutions, this can be very much to draw and the amount of space the image files will take, are going to get too big.  So, my question, what's the trick here?
121711
Those games that are not fortunate enough to run on a locked platform spec, like handhelds, need to run across various resolution formats and aspect ratios.   In a 3D game you might have a HUD or menu GUI based on raster graphics, and in a 2D game you might have a bunch of quads which are vessels for sprites.   So my question is, how do you approach designing and operating content across various resolutions and aspect ratio? Let's assume you have a sprite character that is 300x400 pixels sprite and surrounded by a level made of tiles. On different resolutions/aspect ratios you'd see a different FOV altogether. Or if you have a HUD or a GUI menu, you'd want to keep some stuff at same positions and of same size relative to the screen. Yet, graphics source is raster bitmaps, not vector.   Obviously, problem has been addressed numerous times. I'm interested to hear abut various approaches that worked for you so far. Do you keep an arbitrary dimension agnostic 'pixel' unit that you magically transform into needed dimensions via formula based on res and aspect ratio or other approaches?  edit:  So, conclusion is to enumerate your aspect ratios. Lowest combination of aspect:resolution is the one you design important stuff into. A safe area if you will. Same aspect ratios, but higher resolutions are simple scaling issues. Art content is designed for highest resolution. Larger aspect ratios simply show more of level/FOV with information presented which is not critical as is the one in safe area. .
6441
I am seeking possibility to switch character textures for game, even after I have compiled and built the binary.  For example I have a troll with a Sprite from "/assets/texture1.png"  Now after the game has been released, I can change this sprite.  Currently I have found this method  func _ready():     var texture = load("res://textures/troll1.png")     sprite.texture = texture   But after the export, when I change the troll1.png, the texture in the game remains the same.
98165
This is my second time making and game and I want to make sure that I fit under 50 mbs. So far my plan is to fit all the games artwork into two 2048x2048 sprite sheets. I tested a empty unity3d project and when the apk was made it was 19 035 KB of size. Where does this overhead come from and how can I reduce it?  This is not a duplicate question of this . I'm asking why building a completely empty project results in a apk with a size of 19 MB. Does this mean that I have limit my assets to 30 MB so that the complete app will be less than 50 or is there a way to strip some of those initial 19 MB.
50242
I can't seem to figure out what this is talking about. I've tried to change my settings, but nothing works.  This is what it says.    These are my settings. I can't find anything that is 1171x658.
69116
I am using QGIS 2.12.    I would like to adjust the Print Composer's output resolution for "Export as Image" and "Export as PDF".    The default is 300 dpi, but I would like 600 or 1200.    Multiple websites say that it can be done, but they don't say how.
47974
When drawing pixel art in Photoshop, I like to have the zoom level really high.  Is there a way to also have a regular-level zoom (or perhaps an outer zoom) in another part of the window, so that I can see how the regular zoom will look as I work?
56991
I want to take the game Shaq Fu and change one of the sprites for my own. How would I go about doing it?
9773
On the meta posts that collect community ads (), I see ads in two sizes, 300x250px and 600x500px.  (Everything renders the same when ads are actually used on the sites, as you would expect.)  The requirements for ads include:     The image that you create must be 300 x 250 pixels, or double that if high DPI.   I assume "high DPI" is a property of the software used to create the ads, or perhaps some "image export" property.  I'm not a graphics person; the ads I've made have usually started out as photos or similar art that I crop and scale to 300x250 using low-end software (Paintbrush on Mac, Paint on Windows, that kind of thing).  Should I be making them double size?  I haven't because nothing in my software says anything about "high DPI" so I assume it doesn't apply to me.  In a few months we'll be doing the next round of ads on my sites, and if I should be doing something different to make better images, I'd like to know.
68042
I've made some high resolution pixel art in PS by drawing it down at the pixel level and then increasing the image size with the nearest neighbor setting to keep it crisp. In the web browser, however, I need to display these images as icons with a dynamic size, so I can't just size the images correctly to begin with, and the broswer seems to blur the images when rendering them smaller, while vector images seem to stay more crisp as they shrink.   So I'm wondering if there's a way to convert the pixel art neatly into vector. I'm aware of the trace function in illustrator, but it seems to do a rough job iirc.
6775
Update  As of 2.76 there is a .    In Blender Internal there was an option to turn this off (called )  Is there a way to do this with Cycles? I know you can just scale your textures up with a transparent background, but you end up with textures much bigger than they need to be.  Is there a way to this, and if not, why not?
105493
I used to use full-screen consoles (those opened with Ctrl+Alt+F1...F6) actively and have come to an idea that I would like to try decorating it with a "wallpaper" of a sort (a rather dark and monotonous one of course so that it wouldn't decrease readability), perhaps this could look and feel nice (or not, but I need to try). It would even better if I could set different pictures as different console's background (one for Ctrl+Alt+F1, another for Ctrl+Alt+F2 etc).  The fact the consoles have much higher resolution that pure text mode provides suggests that full-fledged graphical mode is used for them and everything is possible. But how?
94150
I want to create a 2D game but I'd like to have the character to wear tons of different equipments on different combinations, like a RPG or something.  So let's say the user changes his/her shoulders and pants, this must be shown to the player and all these different equipments must follow the different characters action (hitting, being hit, spelling magic, etc.).  I see a few problems that I'd like to know the best approach/algorithm/architecture to solve.  1 - Sprites or Animations  Should I create different sprites for each equipment in each action animation?  Is it better to just have the equipment sprite and animate it directly on code like rotating and translating (using something like tween on Flash)?  Is there any other better option? (I really don't like the ideas above)  2 - Positions  Let's say during one of the character's move he starts looking directly in front to the player's view but ends his movement showing his right side to the player (like if he swings his sword from one side to the other).  If we consider one part of the user, like his head for example, it starts in front and then turns left.  It means at least 3 different positions for each head equipment (helmet, cap, whatever).  This surely influence the answer of #1 question. How is the best way to achieve that?  3 - Layers  Let's consider a character move where he spins 360 degrees with his arms open. At the beginning of the animation, his right hand is close to the user's view and then, at the middle of the movement, this is probably behind the character's body on the animation.  Whatever is the option on #1 question, you surely needs to use some kind of layer model to make this sprite or animation to starts closer to the player's view and later change to far away from player's view.  Is there any good way to do that?  I know the question is quite long and difficult to understand. Let me know if you think it's better to have some drawings to try to explain which one and I'll try to do that.
121289
I'm using Screen.SetResolution()  But when I run in Android device, it shows the output image is stretched to fill up the full screen which I don't want. I want it to keep the aspect ratio properly.  Example 01 : This is coincidentally match and ok because my device screen aspect is 16:9.   But here is the incorrect one (stretched)  Example 02: This is 640 x 480 in resolution but it should remain in aspect ratio of 4:3.  How could I keep it's aspect ratio and [make it black at the extra space outside] or [customize it using my own image to cover the extra space]? in Android.  Note: I'm not talking about the canvas but entire output view.
55945
I would like to scale an image file for each dimension differently for example 50% of the x dimension or 25% of the y dimension. Thank you very much.
73113
Sometimes I don't need to have a specific picture size, but for layout reasons I would like to scale the image so that the rest of the page is filled. How can I achieve that?
23715
I masked an image in the UV/Image editor masking section. I then used that mask in the compositor for background replacement. However, the mask size seems to be different. Why is that? Here's a screenshot:
83370
Let's say I have a file that's 4'x12' and represents a space on an actual wall. I want to open certain files (of different sizes) and drag each file into the large file in order to arrange the images correctly on the computer before physically hanging the framed finals.  When I drag a new image into the larger file, the new image's size and the size of its copy don't match. That is, Say I drag an 8x10 into the large file, well on the large file (trying to control size with guides and rulers) the new image is some other size, but not the right one.   What am I doing wrong? How do I make sure that when I click and drag the new image that it will be properly represented?