Web colours, smoothing and graphic size
Cap
Member Posts: 225
Hey,
a, I would like to know what colour settings you use for your graphics in painting applications. Is it important to use web safe colours?
b, What about smoothing / anti-aliasing. Do you use it?
c, Let's say my main actor is 64 x 32 pixels. What size should I create the graphic for this actor in a painting application? I recently heard it would be better to create and safe it in a bigger size, because it could be useful when porting a game to iPad, for example.
d, Should I then safe it as 64 x 32 png and then import it in GameSalad, or should I import it at - let's say- 128 x 64 and then size it down in GameSalad?
Thanks for advice!
a, I would like to know what colour settings you use for your graphics in painting applications. Is it important to use web safe colours?
b, What about smoothing / anti-aliasing. Do you use it?
c, Let's say my main actor is 64 x 32 pixels. What size should I create the graphic for this actor in a painting application? I recently heard it would be better to create and safe it in a bigger size, because it could be useful when porting a game to iPad, for example.
d, Should I then safe it as 64 x 32 png and then import it in GameSalad, or should I import it at - let's say- 128 x 64 and then size it down in GameSalad?
Thanks for advice!
Comments
B. That is a personal aesthetic choice. Whatever suits the game.
C. You should make the graphics the same size as the actor.
On the iPad, you cannot simply scale up the artwork and release the same game, only larger. Apple will reject it. So your actor should stay the same size, and you should add more elements to the game.
D. You should always keep your graphics at 100%
Well, to be honest I don't plan to create an iPad game, but you never know if you have the idea to make your actor larger a bit. Imagine you have an actor 48x24 and realize that on the iPhone it looks to small. Now you want to resize it to 64x32, but in your painting app it would look ugly to scale up your 48x24 actor image. That's why I thought it would be better to use a - let's say- 100x100 document, paint your actor image and then save it as 64x32 PNG for the game (or whatever fits and is below 100x100). But the painting app document would be saved as 100x100. That way you always have the possibility to scale your actor image later.
What do you think about this?