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[Adonthell-artwork] Angle questions...


From: James Nash
Subject: [Adonthell-artwork] Angle questions...
Date: Mon, 2 Aug 2010 21:03:46 +0100

I was looking at the http://adonthell.berlios.de/doc/index.php/Graphics:Angle 
documentation to remind myself about the proportions for our graphics and I'm a 
little confused by 64x48 floor tile mentioned at the bottom.

According to the maths described above it, the height of graphics that depict 
flat surfaces in the game corresponds to the z' dimension which is about 2/3. 
At a width of 64 pixels it would therefore be roughly 43 pixels high. The 48 
pixel height is exactly 3/4 which would correspond to the y' dimension, i.e. a 
vertical surface facing the player.

The suggested 64x48 basic tile size therefore seems wrong for the "floor" of a 
map - it what we should be using for "walls" if you know what I mean.

I had a look in the archives to see what was proposed before. I found this old 
mail from myself 
http://lists.nongnu.org/archive/html/adonthell-artwork/2008-03/msg00001.html 
which suggests a 30 degree viewing angle and therefore has totally different z' 
and y' scaling factors to what the wiki page says (as that describes a 41.8 
degree angle).


Was there a decision at some point to change the angle and scaling factors and 
the wiki is out of date? Or is 64x48 actually wrong?


FWIW, I do like the angle and scaling described on the wiki as 3/4 and 2/3 are 
nice simple figures to remember and work with. However, 64pixels won't cleanly 
divide into 2/3s. Perhaps 48 pixels as a basic tile width would be a better 
choice.

If we assume a rough scale of 1m along the X-axis in the game world = 48 
pixels, then a 1m x 1m x 1m cube would be 48 pixels wide, 36 (48 * 3/4) pixels 
high and 32 (48 * 2/3) pixels deep. You're basic floor tile would therefore be 
48 x 32 pixels.

Assuming we're still aiming for a 640x480 screen resolution then these seem 
like reasonable sizes. Taking the 1m cube scale from above, that equates to 
something like 13.333m width x 13.333m depth of floor space being visible 
onscreen. My gut feeling is that's enough to give players a decent amount of 
visibility - I'll try to cook up some mock screenshots though to try it out.

Cheers!

        - James


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