Re: [Super-tux-devel] 800x600 resolution
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From: Bill K. <nb...@so...> - 2004-05-09 06:51:24
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On Sun, May 09, 2004 at 02:04:46AM +0200, Ingo Ruhnke wrote: > 800x600 has another very important advantage: my TV-Out and my TV can > handle it, which isn't the case for larger resolutions and well, > SuperTux like games are best enjoyed infront of a TV instead of a > monitor. Oooh! One reason to keep 640x480... That's as high as PDAs go. Imagine Super Tux (maybe with parallax background turned off ;^) ) running on the 640x480 model Sharp Zaurus PDAs! >:^) <snip> > Not really, Flash is already pretty dominant in that place :) Well, even if there was a 'Flash' version of a Super Mario style game, I doubt the tiles were vectors. They would probably just use squares and draw a pre-drawn bitmap onto them. (e.g, if it scaled up, it would look pixelated) That's different from using SVG for the tile art itself. :^) <snip> > Well, the loss already is in the graphic itself. Doesn't really matter > if you can scale losslessly when the source itself already is sucky, > which is the case for most vector gfx after all, they just have this > 'vectorish' look which you can't really escape. And I do admit, I think 'vector' look that we'd get witht he current state of SVG art tools and SVG rendering would be a step backwards from the gorgeous art we have right now! <snip> > > - being pioneers > > See Flash. See above. :^) -bill! |