Latest Uploads
Rpg Potion Sprites


Super Shap ... ration Kit


Platdude Spotting


Nom nom nom


Rainbow Trout


King Salmon


Forum Home

BlitzMax LoadImage brainfart

Posted : Friday, 18 November 2016, 04:21 | Permalink


If you're to run in a 16/9 resolution, say, 1366x768, and want to have a background image that fills the whole screen, is it hardware-safe to just load a 1366x768 image, or should I be resizing it in Photyshop to something I can break up into 256x256 chunks?*

*which poses a problem as no 16/9 res divides equally.

Posted : Friday, 18 November 2016, 04:42 | Permalink

WW Entries : 3
You can load the whole image without problem. I used the same size for my abandoned Impossible Mission game. It worked fine.
Posted : Friday, 18 November 2016, 06:02 | Permalink

That's what I suspected. But I've always used 1024x768 for game logic in the past, which divides neatly into 256x256 chunks. So any full-screen image, I've always drawn it like that instead of in one go.
Posted : Friday, 18 November 2016, 07:40 | Permalink

WW Entries : 106
That's a big picture!!
Iirc, BMax has no safe " an the GfK card handle this size" test. It just crashes.. am I right? I can't remember!!

Either way, I tend to stick with square sizes, at multiples of 32.
If you can load and use a 2048x2048, I'd do that, and design a background that extends beyond the required resolution, but looks decent when cropped and centered.

"Load, Next List!"
Homepage :
Posted : Friday, 18 November 2016, 10:07 | Permalink

WW Entries : 3
Remember Jay, Max is not for mobile devices, so pretty much anything is OK for pc use.

I've never had any sizing issues on pc or a single crash due to large or irregular sized images.
Posted : Friday, 18 November 2016, 10:26 | Permalink

WW Entries : 106
Not true.. my old Nvidia card (damned if I remember which) was a total bitch about image ratios!
It was also crap at rendering text in .bb, too.
It was a while ago, though. Pre-hospital, so at least 4 years ago.
But you should always be aware that some folk have 4 year old systems, and that even the simplest of things can fuck up!!

PC fragmentation isn't as bad as Android, but it still exists in annoying little areas!

"Load, Next List!"
Homepage :
Posted : Friday, 18 November 2016, 11:21 | Permalink

That's not big!

My game map is 3072x2048 - that's big! But at least I can break it up into 256x256 blocks.

So anyway, if I should really care about ancient hardware then what's the solution? I'm not sure that creating a 2048x2048 image is any solution at all.
Posted : Friday, 18 November 2016, 11:28 | Permalink

WW Entries : 106
Iirc, from my crazy testing at the time, the "square and powers of 2" stuff only started freaking out if it were above 1024x1024.
Perhaps draw two 1024 tiles, side by side.
Should cover most of the important area.
.. if any larger resolutions come up, perhaps draw the image so it can blend into a solid background fill colour where the 1024 height doesn't quite cover the area.

"Load, Next List!"
Homepage :
Posted : Friday, 18 November 2016, 12:36 | Permalink

Hm, I think what I'll do is load the 1366x768 as a pixmap, paste it into a larger 1536x768 pixmap, then load it with LoadAnimImage in 256x256 segments. Bit of waste (a 170 pixel wide strip) down the right-hand side but it's probably the safest way.
Posted : Friday, 18 November 2016, 12:41 | Permalink

WW Entries : 106
Yeah, sounds fine!
Shame I didn't have my desktop up and running anymore. Probably could've set it off on a mass image-based test!

"Load, Next List!"
Homepage :
Posted : Saturday, 19 November 2016, 00:26 | Permalink

WW Entries : 3
Jay, it's unlikely that any machine nowadays (from the last 10 years) will have issues with an image 1366x768 and if anyone's does and they complain, simply ask them how old their machine is and what graphics card they are using - I'm pretty sure they won't come back.

It's impossible to support every possible machine and gfx card type - especially legacy. Looking on Google, 1366x768 is the dominant screen resolution with a 19.1% usage - the next closest is 1920x1080 at 9.4%. So I suspect that the majority will definitely be able to see the image fine. Obviously there may be a need for a scaling system, but I doubt 1366x768 will cause any problems.

Perhaps find a few friends/peeps to test a simple image and get their results before pushing out anything major.
Posted : Saturday, 19 November 2016, 17:01 | Permalink

My last two games have used background images of 1366x768 and I just used LoadImage. Had no issues

For the mobile ports I resized them down to 1024x576 and scale them back up to 1366x768 in game.
Homepage :
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 561|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Latest Posts
Buy Zelda
rockford Sun 08:52
Repetitive Blogging
rskgames Fri 10:04
spinal Fri 06:46
Arduboy Owners Club
spinal Fri 02:30
AGameAWeek : 2017 - Part One
Jayenkai Thu 13:11
A New Korg Gadget!
Jayenkai Thu 12:30
SNES Mini?
rychan Thu 07:11
Steampunk Lamp
Jayenkai Wed 06:05
Finishing Off
rockford Tue 08:20
Weather in Games
rychan Tue 07:26

Latest Items
Showcase : Quadoban
rskgames Fri 10:11
Blog : My Arduino experience.
steve_ancell Wed 17:02
Showcase : Roguelike Explorer
Pakz Fri 06:59
Showcase : Infinitron
Jayenkai Mon 07:50
News : Newsletter #311
Jayenkai Thu 17:27
Link : Super Shapes Exploration Kit
Andy_A Thu 11:09
Dev-Diary : Sensitive - Arduboy!
rychan Thu 17:27
Snippet : Skylines
steve_ancell Tue 14:25
Dev-Diary : PS2 to N64 Adapter
spinal Sun 10:49
Link : Vector Tutorials/Help page.
Pakz Thu 23:00
Blog : mini project
spinal Sun 10:13
Showcase : Blockman Returns
Jayenkai Fri 03:04
Snippet : Wall Tracing on Random Maps (rpg)
rskgames Wed 22:48
Snippet : Path Following
Pakz Mon 16:25

Who's Online
Sun, at 09:35
Sun, at 09:16
Sun, at 08:54
Sun, at 08:52
Sun, at 08:25
Sun, at 08:11
Sun, at 07:52
Sun, at 02:35
Sat, at 14:01
Fri, at 04:50
Link to this page
Site : Jayenkai 2006-Infinity | MudChat's origins, BBCode's former life, Image Scaler.