RE: [GD-General] More screen res love (tile graphics)
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From: Brian H. <ho...@py...> - 2003-04-01 00:34:50
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>There is no perfect solution for one-stop, unconstrained= content >production paired with perfect, multi-resolution display. Well, >there is vector artwork (designed to solve this exact problem)= like >Flash or SVG. And of course 3D (vector artwork in the next >dimension!). Well sure, but since vector graphics and 3D are both common= solutions to their respective problems, I was hoping (foolishly, granted),= that there was an equivalent in the tile/sprite space. I doubted= there was, but because I haven't worked in that medium before I didn't= want to blithely assume that was the case, hence my query. >Before you spend too many hours fighting this issue, I would do= more >than guess about your target market. Excuse me while I laugh. HAHAHAHAHAHAH!!!! Sorry, just had to giggle at the notion that there's a source for meaningful= statistics on consumer penetration of hardware =3D) >TheCounter.com (who gather statistics off the web -- skewed,= yes, >but you did mention downloadable content so it is applicable) For this game it will appeal to a more hardcore gamer market, but= it will still be relatively low system spec. If you take a look at= games like MOO3, Galactic Civilizations, etc. you'll note that they're not aimed at the highest end of hardware but they are definitely aimed at a non-casual gaming market. The same could= be said of many of the isometric RPGs out there. For that market, I'm assuming 1024 and up is a much larger= fraction. >"Do you want the image stretched (which might be blurrier) or >centered (which might be smaller)?" Right, this will likely be the case for any modes outside of 1024x768. Brian |