Yet another question about resolution...

m456arcusm456arcus Member Posts: 189
Save for Web, PNG-8, multiples of 2, Resolution Independence... I get it, I really do. Basically, make your images 64, 128, 256, 512, etc.

But what if my image doesn't fit properly? Is it worth it to size everything pixel-perfect under a weird, odd dimension? Or do you just leave transparent space around your actor's main image? For example, my tank sprite must have it's collision boundaries the same as it's hull. What happens when the ratio of the art isn't 1:1, 1:2?

Is that a stupid question?

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Dont worry about powers of 2 just even sized actors and images as multiples of 4 which if you are doubling the even sized actor for your image size it will be a multiple of 4.

    The power of 2 thing, which is what you are talking about when you say 64, 128, 256, 512, Is just a memory thing not Resolution Independence thing. It just means everything sized between 64 and 128 will use the same amount of memory. That why if your actor is near those sizes say 68x68 and you can deal with 64x64 it would be better for performance but otherwise don't sacrifice on the look of your game of that aspect of it.
  • m456arcusm456arcus Member Posts: 189
    Great, thanks. Also, I won't be using RI for this game, should I still have an even number of pixels?
  • LhyakLhyak Member Posts: 17
    I'm starting to do my pixel art for my game and I have a similar question: Do my chars, objects, powers, etc. (anything that can collide) need to use that "power of two" right? But my question is this:

    -My **insert here my collide-able character, object, item** needs to be drawn using that logic of x2? or the invisible area surrounding it is what needs to be with a multiplier of 2 no matter if my **art** doesn't fit the x2?

    Thanks in advance! :D
  • AppsRacKAppsRacK Member Posts: 346
    m456arcus said:
    Great, thanks. Also, I won't be using RI for this game, should I still have an even number of pixels?

    IMHO if your game will not end up as 20MB+ i suggest you leave RI on as there's a lot of iPhone4 users right now so its best to make those market happy. Oh yeah if your not using RI may it divisible by 2 and if decide to use RI make it divisible by 4.
  • m456arcusm456arcus Member Posts: 189
    Ok thanks. Nevermind, I will be using RI. The sprites I got online are too big to use same-size.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    I made this post a while ago about graphics, perhaps it will help you out:

    http://gamesalad.com/forums/topic.php?id=13501
  • LhyakLhyak Member Posts: 17
    firemaplegames said:
    I made this post a while ago about graphics, perhaps it will help you out:

    http://gamesalad.com/forums/topic.php?id=13501

    Thank you A LOT for that post!
  • AppsRacKAppsRacK Member Posts: 346
    Thats a very clear explanation FMG. I hope someone should make a stickied thread of all the Basic stuff and tip & tricks to avoid multiple threads.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    m456arcus said:
    Great, thanks. Also, I won't be using RI for this game, should I still have an even number of pixels?

    Its always best to make your actors even. That will ensure if you Change to RI at a later date all you have to do is double your image size to get your multiple of 4 the actor doesn't need to be a multiple of 4 just an even number
  • LhyakLhyak Member Posts: 17
    Do you think art with 32x32 size will look good on Retina Display? I mean, today I started to do my graphics and ended choosing that size and they look fine but when turned to a 100% of view they look tiny in my screen, how I can be sure that they will look good on RI and not so small that I have to remake them?

    Which size you suggest fits better for Retina Display devices that work well for lesser versions of iOS?

    Bigger images will be harder for me to "pixel draw" and animate them but I can make an effort if you say that I better turn NOW to a bigger size.

    I ask this (now that I'm thinking about it) before I continue doing my other graphic works because I don't want to discover very late that they are too small to be enjoyed with Retina Display devices letting me with just lesser ones.
  • AppsRacKAppsRacK Member Posts: 346
    it will be small. 32x32 will become 16x16 size on retina display. And if it's touchable user will have time touching it. I made 40X40 button a while ago and it shows as 20X20 on iPhone 4. tried to touch if a few times and 60% is a miss. I ended up making it 64X64 but the graphics part is still 40X40 the rest is transparent and it Works perfectly.
  • LhyakLhyak Member Posts: 17
    drahc said:
    it will be small. 32x32 will become 16x16 size on retina display. And if it's touchable user will have time touching it. I made 40X40 button a while ago and it shows as 20X20 on iPhone 4. tried to touch if a few times and 60% is a miss. I ended up making it 64X64 but the graphics part is still 40X40 the rest is transparent and it Works perfectly.

    Thank you for that advice drahc! It won't be needed to touch the character but definitely I don't want my art viewed as 16x16 in retina display (O.O)

    You saved me from a big frustration at the end!! :D I'll restart redoing my work now!!
  • LhyakLhyak Member Posts: 17
    drahc said:
    I ended up making it 64X64 but the graphics part is still 40X40 the rest is transparent and it Works perfectly.

    Let me see if I did understand well that part:

    You mean that if I keep my draws 32x32 but the invisible area is 64x64 it will look better without having to remake my art?? Really is possible that way?? :O

    And if my character (32x32 with a invisible space of 64x64) needs to collide with enemies (same size as the hero) they will look that fine like they were colliding or they'll look as they are fighting from afar because the invisible square will make contact before the art do??
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    I'm designing an iPad game, and the only thing I did was make sure every actor was an even number in height and width.

    that's it.

    and my game is running very smooth. don't let all these rules and regulations get in the way of you making a game. they are good guidelines to follow, and some things to watch out for if you want to use RI, but they are not the end of the world.
  • LhyakLhyak Member Posts: 17
    I appreciate that jonmulcahy but I really am putting every bit of my self into this and I want it to be the best as I can from the start so when I get reviews from players and tell me something that I need to improve they are completely new things instead of things that make regret myself for something like: "I knew it that I should have done this that way!!" or something like that.

    Also you have far more experience than me with GS because this is my very first project and maybe those issues are basic for you but for me they matter lot so I really appreciate if someone can explain me those! Please! I want my game be well playable for RI since the start! :D

    Thank you in advance!
  • m456arcusm456arcus Member Posts: 189
    Great point Jon. Last thing, promise (maybe). Here are some images of a tank hull. They are not made by me, so I can't easily change them. The first has even numbers for both sides, and the second has both odd numbers. Since I am now using RI, seeing as they're to big to use normally, my question is now which of these will work? Only even, both, neither? And what are the consequences of using these sprites?

    image
    134 x 72

    image
    143 x 77

    I'll shut up now, thanks.
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