RE: [GD-General] More screen res love (tile graphics)
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From: Greg S. <gr...@st...> - 2003-03-30 22:54:04
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You could create art work for each resolution that you're supporting - for example, appropriate sized tiles that maintain your ratio for 800x600, 1024x768, and 1600x1200, then limit the screen resolutions to those values. Sort of sprite based LOD. It's more art time, but probably not TOO much more as I imagine most of the source material is high-res renders anyways. Barring that, I think the only other viable solution is to show more tiles on screen. You're not going to ever get any more detail out of them by blowing them up (arguably less, thanks to filtering), so why not just show more? That leaves it up to the user - if they're squinting to see something, they'll bump the res back down to the default. Sure it could screw up balance - but if the game is designed for a certain resolution, only those who bump it up are going to get the advantage. And if seeing a few extra tiles is so important to someone who is competing, they're going to know about and take advantage of the higher screen res anyways. Some pretty popular games have successfully taken this approach, including Age of Empire/Kings. -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Brian Hook Sent: Sunday, March 30, 2003 5:22 PM To: gam...@li... Subject: Re: [GD-General] More screen res love (tile graphics) >I'm confused... isn't the problem different aspect ratios? That can be a problem, but I'm not even looking that far ahead. >I don't >see how different resolutions from your target resolution with the >same aspect ratio are a problem. If you design your artwork as a 32x32 titles, then your game is predicated upon, say, 15x10 tiles in your play area if you designed it around 640x480. Now you try to run at 1024x768. You can either fit more tiles on the screen (but note that they'll be much smaller and harder to identify), which can screw up play balance, or you can try to scale up your artwork to match, which will obviate any advantage of going to a higher resolution. The typical solution is just to force things into 640x480 mode, but on an LCD monitor the interpolation artifacts are so severe that this isn't really a tenable solution either. Brian ------------------------------------------------------- This SF.net email is sponsored by: The Definitive IT and Networking Event. Be There! NetWorld+Interop Las Vegas 2003 -- Register today! http://ads.sourceforge.net/cgi-bin/redirect.pl?keyn0001en _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7 |