2 posters
Image Sizes
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°1
Image Sizes
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?
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°2
Re: Image Sizes
a normal ipod display is 480*320 pixels, and a hd ipod retina display is 960 by 640
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°3
Re: Image Sizes
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?
what would it take to do it in HD besides the sizes?
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°4
Re: Image Sizes
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
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°5
Re: Image Sizes
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.
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°6
Re: Image Sizes
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!
COME ON TEAM !!!
LET'S OWN THIS!
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°7
Re: Image Sizes
I new there was a catch! I will drop the res on the backgrounds as much as I can those are the heavy ones.
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°8
Re: Image Sizes
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.
EDIT and repeat it.
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°9
Re: Image Sizes
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.
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.
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°10
Re: Image Sizes
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
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°11
Re: Image Sizes
good point i want awesome music too. we need twice as much as SW and twice as loong
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°12
Re: Image Sizes
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.
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.
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°13
Re: Image Sizes
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.
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°14
Re: Image Sizes
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!
anyway as for now im liking these ideas and am looking forward to implementing them!
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°15
Re: Image Sizes
: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.
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.
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°16
Re: Image Sizes
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
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°17
Re: Image Sizes
Great!
i will put them in the game when i get them
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.
i will put them in the game when i get them
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.
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°19
Re: Image Sizes
sorry i meant deadline, that deadline thingy for tomorrow
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°20
Re: Image Sizes
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.
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°21
Re: Image Sizes
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.
We should be done by Sunday! i am pretty free this weekend so i can write up a fair bit of code.
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°22
Re: Image Sizes
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.
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°23
Re: Image Sizes
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.
can u show me an example of the tile so i know what to prepare for you. ty. btw the new character is beefing.
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°24
Re: Image Sizes
drop the tiles into a background and make it tileable with 64x64 thats it i will paint over the existing objects.
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°25
Re: Image Sizes
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.
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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