I’ve been thinking about the current disconnect between the player/falling sand resolution and the tiles themselves. What do people think about the fact that they do not match?
The background itself is actually just temporary since I took it from somewhere online.
Right now:
If we down-res the tiles, they look roughly like this:
Which one works better?
Edit:
Added poll if people are still reading this:
i really like the tiles without that black outline on the low resolution picture, they fit more with the surroundings like the player and background in general rather than the first picture
the reason the top image looks off compared to the bottom one has to do with the fact that the pixel scaling is different between the character and the tiles (i can give examples later) nope cant find any
to put it in another way, the pixels in your character are bigger then the pixels that make up the ground
I know, that’s the question, whether it looks worse when they’re a different resolution. I’m not sure what the final art will be but the player is way easier to draw at its current resolution, that’s why it’s currently lower than the the tile resolution.
I also didn’t really leave the option to say whether the player and background being higher resolution but the sand not (because it cannot without performance penalty) would also look worse than everything being the same resolution as the sand.
draw as in render or make art for?
i think it’s best that the player character has pixels the same resolution as the environment (not including background, which could be optimized yet still look nice) since especially with other entities added in the future, the difference between two resolutions would seem out of place to me.
the lower res tiles option would establish a consistent pixel size throughout the game, and could help with massive tiles being moved at once