We're trying to make a "pixel art" game, in perhaps 8-bit style... and I put that in quotes because I'm not at all concerned about the resolution of the screen or if the pixel-character is pixel-aligned (if they move by whole pixels), I just want them to render nicely. What we're getting (upon appropriate scale-up) is a blurry fuzz. Like the bit at the bottom of this article: https://www.raywenderlich.com/14865/introduction-to-pixel-art-for-games Maybe it's antialiasing... maybe it's mipmaps and a 3D projection... I'm not really sure. Anyone been able to render crisp pixels scaled up in Buildbox? Did you have to apply hackery and rebuild the Cocos2D library? I can't fathom a way to push the setAliasTexParameters onto the individual CCTexture2Ds (even if it's just the one, for the atlas), from the top-level things available (like a UIKitApplication*), but it may not be that simple even if I could figure it out. I might be way off in even diagnosing this! The headers we're given in the build source may not be enough... but I'm hopeful, still. Thanks! -Tim
Hi Tim, I agree that would be a great setting to have in BB! My workaround is to make everything larger in Photoshop, so that I bring all of my pixel art graphics in at 100%. This means each of my pixels are actually 4x4 in size in Photoshop, by using a 4 pixel pencil and turning on a 4 pixel grid to act as a guide. Cheers, Roberto