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Swipe Iphone Game Development Forum


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    Twisted-Liquid


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    Post  Twisted-Liquid Tue Nov 02, 2010 10:10 pm

    I going to need to know what canvas sizes to use on the images. we established the main character would be 48x48, what is the full screen size?
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    Michael pw


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    Post  Michael pw Wed Nov 03, 2010 9:35 am

    a normal ipod display is 480*320 pixels, and a hd ipod retina display is 960 by 640
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    Twisted-Liquid


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    Post  Twisted-Liquid Wed Nov 03, 2010 9:37 am

    Whats the problem with creating the game in HD? why would it be a problem or why would low res benefit us more?

    what would it take to do it in HD besides the sizes?
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    Michael pw


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    Post  Michael pw Wed Nov 03, 2010 9:43 am

    No problem with doing it in HD, all HD is is a high resolution, however even though 960*640 doesn't sound too large, it is HD for the ipod screen as it is so small

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    Twisted-Liquid


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    Post  Twisted-Liquid Wed Nov 03, 2010 9:45 am

    HD sounds fun to do we have the means to do it too. give us the go ahead to proceed with HD so i can get started.
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    Michael pw


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    Post  Michael pw Wed Nov 03, 2010 9:49 am

    I give you the go ahead, remeber, every sprite needs to be double the size though, that's a concern as we are limited to 10MB max after compile...

    COME ON TEAM !!!
    LET'S OWN THIS!
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    Twisted-Liquid


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    Post  Twisted-Liquid Wed Nov 03, 2010 9:51 am

    I new there was a catch! I will drop the res on the backgrounds as much as I can those are the heavy ones.
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    Michael pw


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    Post  Michael pw Wed Nov 03, 2010 9:55 am

    Maybe we shouldn't use very big backgrounds, maybe just a 32*640 gradient and then use64*64 tiles for the backdrop.

    EDIT and repeat it.
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    Twisted-Liquid


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    Post  Twisted-Liquid Wed Nov 03, 2010 10:06 am

    Im afraid that forces it to look amature. I start in HD and I could reduce to Low Res if need be but i cant go the other way around. Lets see how big these files get. I mean look at SW it wasnt too big and we had huge BG's right?

    I looking at some files here for my current game.

    160x160
    72 dpi
    32 bit
    15 kb

    2400x1280
    72 dpi
    32 bit
    1.45 mb

    we should be in good shape i think.
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    Michael pw


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    Post  Michael pw Wed Nov 03, 2010 10:08 am

    well good enough then. this will do. btw sw was 15, and yes that had a load of graphics but also music for this game, we have to use MP3 format or atleast some other one compatible with Ipod and Iphone :S
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    Twisted-Liquid


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    Post  Twisted-Liquid Wed Nov 03, 2010 10:10 am

    good point i want awesome music too. we need twice as much as SW and twice as loong
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    Michael pw


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    Post  Michael pw Wed Nov 03, 2010 1:16 pm

    On second thought, keep the player size at 64*64 if possible, it looks much nicer so far in HD, even my sprites look sharper. Anyway im still creating the window at the same size just so we have a clearer idea of what it will look like on the Iphone.
    the 96*96 image just dominates the screen too much, i still reckon 64*64 is a fair bit of space to play around with.
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    Twisted-Liquid


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    Post  Twisted-Liquid Wed Nov 03, 2010 1:43 pm

    ok so a final decision of a full screen at 960x640 and main character at 64x64. Non-Detailed Backdrops. However I think a dual layer backdrop would be nice, where the two scroll at a different speed to show depth. The main character will be detailed to the max, and the foreground will be moderate. Menu screens will look complicated but feature very simple colours for size conservation. the sound effects will have to do a lot of the talking when hovering over buttons and selecting items to give the menu depth.
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    Michael pw


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    Post  Michael pw Wed Nov 03, 2010 2:43 pm

    well so far i have the city in the background which scrolls slower anyway. so how i will change that can be decided later.

    anyway as for now im liking these ideas and am looking forward to implementing them!
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    Michael pw


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    Post  Michael pw Thu Nov 18, 2010 1:10 pm

    :S uh oh, right i have put the sprite in the game, the old placeholder was 64*64 and the new sprite is 48*48, hmm i hate to complain, all the animations work and that but the sprite is kind of small :S

    it just looks a little small :S will it be ok to scale it up to 64*64 a sprite, i have a collision mask so the size of the box doesn't matter. it's a 60*60 sphere. i did that so collisions wouldn't have to change as the sprite changed...

    Sorry.
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    Twisted-Liquid


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    Post  Twisted-Liquid Thu Nov 18, 2010 1:24 pm

    Hey no problem thats a simple change but i cannot update them until tonight when i get home from work. I need about 5 hours
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    Michael pw


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    Post  Michael pw Thu Nov 18, 2010 1:29 pm

    Great!
    i will put them in the game when i get them Razz
    btw i have a feeling we might run over the limit as it's likely that the sprites will get put up once im already in bed on friday :S oh well.
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    Twisted-Liquid


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    Post  Twisted-Liquid Thu Nov 18, 2010 1:34 pm

    over what limit?
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    Michael pw


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    Post  Michael pw Thu Nov 18, 2010 1:35 pm

    sorry i meant deadline, that deadline thingy for tomorrow Razz
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    Twisted-Liquid


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    Post  Twisted-Liquid Thu Nov 18, 2010 1:37 pm

    Actually i was hoping you would be done by the end of the week on sunday but i know the programmer needs everything two days before minimum. I think were ok but we might be squeezing it tight with the menu.
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    Michael pw


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    Post  Michael pw Thu Nov 18, 2010 1:43 pm

    we can leave the menu out for now as im afraid that will take me awhile to make it nice.

    We should be done by Sunday! i am pretty free this weekend so i can write up a fair bit of code.
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    Twisted-Liquid


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    Post  Twisted-Liquid Fri Nov 19, 2010 10:16 am

    Dropped in new large images for the character sprites I also have the terrain ready, I'm hoping you would let me "paint" the stage with the terrain tileset, and the environmental tileset that i have yet to create. which ever way please load all these sprites into the gmk thanks.
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    Michael pw


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    Post  Michael pw Fri Nov 19, 2010 11:33 am

    ill load all the sprites in, change and then i can make the blocks invisible and you can go over them or if there is a standard block sprite, i can change that, then i will allow you to add the tiles on after (they will have to be objects though, so they rest above it as the background uses objects...

    can u show me an example of the tile so i know what to prepare for you. ty. btw the new character is beefing.
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    Twisted-Liquid


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    Post  Twisted-Liquid Fri Nov 19, 2010 11:38 am

    drop the tiles into a background and make it tileable with 64x64 thats it i will paint over the existing objects.
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    Michael pw


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    Post  Michael pw Fri Nov 19, 2010 11:48 am

    kk, wow those look pretty insane!!

    i have a layer set on -10000 which comes up above everything, here is no need to put some things behind the player as he always sit's ontop of the blocks. i have half tiled lv1 just to see.

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