Yet another question about resolution...
m456arcus
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?
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
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.
-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!
http://gamesalad.com/forums/topic.php?id=13501
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.
You saved me from a big frustration at the end!! I'll restart redoing my work now!!
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??
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.
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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!
Thank you in advance!
134 x 72
143 x 77
I'll shut up now, thanks.