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Re: [Adonthell-artwork] Fwd: Screen resolution(s)
From: |
James Nash |
Subject: |
Re: [Adonthell-artwork] Fwd: Screen resolution(s) |
Date: |
Wed, 4 Aug 2010 00:00:56 +0100 |
I'll put together a mock screenshot over the weekend and crop and scale it to
the various sizes I've proposed to see how it looks. Will upload the results to
the wiki somewhere.
- James
On 3 Aug 2010, at 23:44, Kai Sterker wrote:
> On Tue, Aug 3, 2010 at 12:34 AM, James Nash <address@hidden> wrote:
>
>> Sending the original failed (probably because I had attached an image). Here
>> it is again with a link to an uploaded copy of the image...
>
> Strange. Should have held it for moderator approval ...
> Anyway, I think up to a certain size, attachments are fine. Over 100
> or 150k, that's the result.
>
>
>>> I've been thinking about screen resolutions. If I'm not supporting we have
>>> currently fixed the game at 640 x 480 (aka "VGA").
>
> Yeah, although I definitely wanted to add support for 16:10 and 16:9
> aspect ratios for the Waste's Edge remake. I got the MacBook Pro
> that's 1440x900 and the TV that's 1920x1080, and I'd like to run WE on
> those without ugly borders or image distortions. (I've also got an old
> 17" flatscreen with 1280x1024 and the iBook with 1024x768).
>
>
>>> The main reason is that this allows us to delivery a consistent game
>>> experience to the player. The amount of map that is visible and the size of
>>> characters and objects relative to that remains fixed. (Imagine if we used
>>> the same graphics but scaled the viewport up to a big resolution - you'd
>>> probably see the entire Waste's Edge village on one screen but you'd need a
>>> magnifying glass to find your character!)
>
> Exactly. Adjusting for different aspect ratios should be fine, but
> opening up the resolution completely might ruin the level design.
>
>
>>> So, if we designed our graphics to fit comfortably within these sizes and
>>> layout maps (and design the gameplay) such that things a player must be
>>> able to see on screen fit within the minimal view area, then we can scale
>>> and stretch to pretty much any common screen resolution using integer
>>> multiples.
>
> Yeah, that does sound appealing. Even though Ingo specifically noted
> that he had scaled the remade graphics for 1024x768, they are
> currently still being used at 640x480. I'm not sure if they are too
> large if it gets much smaller than that, though. OTOH, if you want to
> move to more pixel-artish gfx, perhaps sizing them down a bit will be
> good for the quality.
>
> Chosing a bigger, native resolution, means that other common
> resolutions can not be had with Integer scaling. (OTOH, try walking
> into a store and buy a display that's not 1920x1080 these days). It's
> late again, so I won't do any numbers, but perhaps we could work
> something out in the range of 960x540, 720x450 and 640x512, if you
> don't mind the 320px difference in the horizontal direction.
>
> Kai
>
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