What do you think about x2 zoom?

FiercestPixel

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What does everyone think about x2 zoom always active? Currently deciding if I should do my entire project like this, I myself like the up close and personal kind of feel but I wanted know what everyone else thinks? Has anyone made a project with a zoomed in effect? I'm sure it would be challenging to adjust the maps considering the player can walk out of the camera by four to five tilesx2 Zoom.png s...
 

Black Pagan

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I don't normally like it in any Game but I have to say in your case, It seems pretty fitting !
There are no Graphical oddities so it appears quite nice !

I would say go ahead and do it, It looks pretty cool and I wouldn't have even known that you Scaled the Size, until you mentioned it. Everything appears normal in that Pic. I just assumed you used a Larger sprite.
 

TheoAllen

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Double zoom is alright, as long as your game isn't in 1080p. There was a game using 1080p, and there was no way to resize the game window. Even worse, the game uses a double zoom, which what is the point anyway? I was using 768p laptop screen and the game was literally unplayable.
 

kovak

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Just don't add a plugin which moves the camera with a delay when the actor moves and you're fine.
Many people hated when i used it in my IGMC entry cuz they felt headaches or got dizzy.
 

Wavelength

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I like the up-close and personal feel too, but it will be VERY hard orienting to your maps and getting a lay of the land when you can only see a few tiles in any direction at a time. I recommend allowing the player to control the zoom level, and switch constantly if they want to, rather than making x2 the permanent setting (or even the default).
 

FiercestPixel

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I don't normally like it in any Game but I have to say in your case, It seems pretty fitting !
There are no Graphical oddities so it appears quite nice !

I would say go ahead and do it, It looks pretty cool and I wouldn't have even known that you Scaled the Size, until you mentioned it. Everything appears normal in that Pic. I just assumed you used a Larger sprite.
No graphical problems, so far (that i'm aware of at least) I wanted the player to feel more immersed into the background without having to customize tiles and assets. This perspective make me remember the good old days of the many N64 games I've played (like Zelda Ocarina of time, Harvest Moon ect.)

Double zoom is alright, as long as your game isn't in 1080p. There was a game using 1080p, and there was no way to resize the game window. Even worse, the game uses a double zoom, which what is the point anyway? I was using 768p laptop screen and the game was literally unplayable.
I'm not planning on messing with the resolutions... Do you think I should get a plugin that allows the player to adjust their res? Or would it totally mess up the zoom effect?

Just don't add a plugin which moves the camera with a delay when the actor moves and you're fine.
Many people hated when i used it in my IGMC entry cuz they felt headaches or got dizzy.
Ohh yeah, I know what you mean! I've been messing around with SRD's auto camera plugin all week and found out I could make the player nauseous just by panning the camera too quickly haha. Hmm... sounds like a fun game for your enemies!

I like the up-close and personal feel too, but it will be VERY hard orienting to your maps and getting a lay of the land when you can only see a few tiles in any direction at a time. I recommend allowing the player to control the zoom level, and switch constantly if they want to, rather than making x2 the permanent setting (or even the default).
Do you think that lack of direction would make the game unplayable though? With this particular project I do have a player oriented mini map setup in the menu, would that alleviate some of the confusion? Maybe I'll need to make a quick demo and get some feedback from testers. Allowing the player to adjust the zoom would totally break a few (optional) mazes I have set up. This is a big concern though.
 
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Wavelength

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Do you think that lack of direction would make the game unplayable though? With this particular project I do have a player oriented mini map setup in the menu, would that alleviate some of the confusion? Maybe I'll need to make a quick demo and get some feedback from testers. Allowing the player to adjust the zoom would totally break a few (optional) mazes I have set up. This is a big concern though.
It's hard to say how harmful the lack of orientation would be - largely depends on the dynamics of your game - but it certainly won't be good. The minimap will certainly help, but I feel like players will probably spend most of their time focusing on your minimap and not enjoying the cool environments you set up on the "real" map.

For the mazes, you could automatically zoom the map to 2x when you get nearby, and temporarily remove the player's control over it. There are some games that do similar stuff with their cameras.
 

Kes

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[dpost]FiercestPixel[/dpost]
Actually, it was a quadruple post. I have merged them into one for you this time. If you want to quote more than one person, please use the Multiquote button, as otherwise the forum software will start a new post for each quote. Alternatively, you can make it clear who you are replying to by using the @ symbol plus their username, like this @FiercestPixel
 

FiercestPixel

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[dpost]FiercestPixel[/dpost]
Actually, it was a quadruple post. I have merged them into one for you this time. If you want to quote more than one person, please use the Multiquote button, as otherwise the forum software will start a new post for each quote. Alternatively, you can make it clear who you are replying to by using the @ symbol plus their username, like this @FiercestPixel
Haha oh man, I'm sorry. I couldn't figure out how to multiquote. I'll make sure to do that next time.
 

Marquise*

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I did't knew there was a zoom option. But this would pass quality testing both afar and close.
 

Lornsteyn

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I think it has some old school feeling, I like it.
Some time ago I tried this in VX Ace, but It didnt work well there, so I dropped the idea.
 

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