ID:109707
 
This issue has been marked as a duplicate of id:96897
Applies to:Dream Seeker
Status: Duplicate

This issue has been marked as a duplicate of id:96897
I really need a way to stretch the screen without anti-aliasing the images as I use 16x16 icons for a 8-bit based game. Scaling blurs the image too much, and I refuse to upscale to 32x32 because it's not even necessary (doing so would be bad design), let alone cuts down on image size by a load (from my experience with other image formats, haven't checked how significant it is with DMI). I should be able to scale to any size without such a horrendous effect, as screen resolutions are only to get larger in the future. I shouldn't have to upscale my 16x16 images to 32x32 for the same reason why I shouldn't have to do it in 10 years from 32x32 to 64x64, it's bad design.

There are other ways to stretch the icons, at least give us an option for no anti-aliasing. Stretching from 16x16 to 32x32 shouldn't be an issue (it's a perfect stretch in this case), as a graphics manipulator doesn't even create artifacts as long as you scale it right (double in size exactly).
I'm not sure how feasible this is but it sounds very useful. I can imagine that people might want to use icons even smaller than 16x16 to create a mock text mode look and the scaling would be even worse.

On the bright side, the blurriness from the scaling can sometimes help the retro feel. Add a screen object that covers the whole display area with static and it'll look like you're playing the game on a tv in 1989.
This can be in relation to the "zoom in editor view" as it's basically the same thing on the viewing level. So figure out one, and essentially use for the other. It's a win win situation.

On the bright side, the blurriness from the scaling can sometimes help the retro feel. Add a screen object that covers the whole display area with static and it'll look like you're playing the game on a tv in 1989.

While this may be true, I'm not a fan of it. It hurts my eyes badly and I know it can feel more annoying than "vintage" to new users, as they have no idea what "retro" is from 1989. I rather someone see my pixel art for what it is, as I see what it is in a NES emulator.
Falacy wrote:
http://www.byond.com/members/ BYONDHelp?command=view_tracker_issue&tracker_issue=1979

I don't know why you keep linking to that, it's a duplicate of this request. Even so, the one created by Neblim is the only one with votes so it doesn't really matter that it's been requested before.
Because mine is a fuller, less opinionated request. This one should also be marked as a duplicate of the lead. Presumably, the votes would transfer automatically. The vote system is flawed at the moment, so I put little merit in it anyway.
I agree with this.

easiest way I think would be to make a variable for the map interface object.

map.stretch="AA" : Anti-Aliased
map.stretch="NN" : Nearest Neighbor (the type you specifically want.)

This could be expanded to include different types though. like bilinear or bicubic, if byond can support them.
It seems like this is handled by your graphics hardware. On my computer the graphics are blurred when the map is larger than what's being displayed. I got a second computer and it doesn't blur the graphics. Both have graphics hardware enabled.

I'm not sure why it happens this way but it might not be something that BYOND has control over.