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Darlos
Seaman ![]() ![]() Joined: 20 March 2007 Online Status: Offline Posts: 24 |
![]() ![]() ![]() Posted: 28 March 2007 at 1:09am |
So, I was messing around with my pixeling program, which has a little "preview" box that shows the actual size of what you're making. I couldn't help but notice that it seems a bit small there...
So, say I used a sprite to make an actual 2D game. Whats the common resolution of such a game? Since I've noted the difference between, say, Guilty Gear and King of Fighters as far as resolution goes, the size (that is, pixel height/width) of your sprites is probably gonna depend on that. But are there games that are actually 1024x768? I'd kind of like to make my sprites look as good as possible (in this case, for a acton/rpg deal), but the bigger they get, the more complex they get... so I'd like an idea of what kind of options I have. I'm gonna go look around in the PJ galleries, since before I saw some rpg-ish characters... might be a good reference point. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Resolution on a PC is always 96dpi
Resolution on a mac is always 72pdi Canvas size is not dependent on resolution. If you code to view at a different scale it will have bigger pixels in size but the resolution remains the same. |
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Darlos
Seaman ![]() ![]() Joined: 20 March 2007 Online Status: Offline Posts: 24 |
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Sigh... I kind of considered posting in "resources and support", but it didn't exactly have "general pixel art questions" in the descriptor. Yeah, I look like a stupid nub. Laugh it up...
Now, this information you give me is indeed something... but it doesn't exactly tell me what "common" settings are in your usual games. And yes I realize that if I go to "200%" scale in the program, its double the size of what it actually looks like. Pixel art is, supposedly, made of pixels. But so is everything on a computer. Sometimes the term "pixel" is a bit more loose, because in a game, in a lower resolution, we say things look "pixelated." Yeah, those little blocks are actually made up of several actual pixels. Thats a given. But when people speak of those things, they aren't talking about the actual pixels such as with the DPI settings you mentoned there. They're talking about the little blocky looking parts. Thats what I'm talking about. Right now, my windows is set to 1024x768, but I could set it to 800x600. Sure, the DPI is still 96 as you say, but everything looks bigger and more pixelated. So, my question is, if you made a 2D game for a computer, whats some common settings? I looked around on the galleries a bit and saw some of the game-ish sprites that people have made. When the pixels are as small as possible to match the resolution, they're really tiny in comparison to the rest of the screen, and it seems to me that an actual game, were it fit to the computer screen, wouldn't have the characters looking that small. So, I have to conclude that they'd in fact be larger, which means a lower resolution like 800x600 or something. Hopefully I fully explained myself this time. Edit: perhaps I have some terminology wrong. "DPI" means "dots per inch," of course. So, are dots and pixels two distinctly different things, or does it depend on the context? Edited by Darlos - 28 March 2007 at 5:39am |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Originally posted by Darlos
Sigh... I kind of considered posting in "resources and support", but it didn't exactly have "general pixel art questions" in the descriptor. Yeah, I look like a stupid nub. Laugh it up... It's coo ![]() Originally posted by Darlos
Now, this information you give me is indeed something... but it doesn't exactly tell me what "common" settings are in your usual games. And yes I realize that if I go to "200%" scale in the program, its double the size of what it actually looks like.Pixel art is, supposedly, made of pixels. But so is everything on a computer. Sometimes the term "pixel" is a bit more loose, because in a game, in a lower resolution, we say things look "pixelated." Yeah, those little blocks are actually made up of several actual pixels. Thats a given. But when people speak of those things, they aren't talking about the actual pixels such as with the DPI settings you mentoned there. They're talking about the little blocky looking parts. Thats what I'm talking about. Right now, my windows is set to 1024x768, but I could set it to 800x600. Sure, the DPI is still 96 as you say, but everything looks bigger and more pixelated.So, my question is, if you made a 2D game for a computer, whats some common settings? I looked around on the galleries a bit and saw some of the game-ish sprites that people have made. When the pixels are as small as possible to match the resolution, they're really tiny in comparison to the rest of the screen, and it seems to me that an actual game, were it fit to the computer screen, wouldn't have the characters looking that small. So, I have to conclude that they'd in fact be larger, which means a lower resolution like 800x600 or something.Hopefully I fully explained myself this time. It's up to you actually. You can say make a game 320x240 so that EVERY computer regardless of res can play and even hand-held devices too. You can for example also code your game so that screen res is changed or asks to change for gameplay. Its always better to be small and sclae up rather than big and scale down which causes blurriness. That's for pixelart games only. Originally posted by Darlos
Edit: perhaps I have some terminology wrong. "DPI" means "dots per inch," of course. So, are dots and pixels two distinctly different things, or does it depend on the context? I'm sure to the anal techy nerds there is a huge difference. Here it was used in context to type fast cuz I'm goofing off at work ![]() |
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Blueberry_pie
Rear Admiral ![]() ![]() Joined: 24 July 2015 Online Status: Offline Posts: 2176 |
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I don't think DPI is really relevant here, because that mostly seems to be used with printing.
For the games I make, I mostly use 320x240 or sometimes 640x480. Of course you could also use the resolution of existing systems, like 256x224 for the NES and SNES or 240x160 for the GBA. You can usually find this by Googling "system name specs". |
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Serendor
Midshipman ![]() Joined: 27 February 2007 Online Status: Offline Posts: 79 |
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I have also been thinking alot about this matter....
so if I want the game to work with a GBA I should have the game resolution set to 240x160? and by resolution we mean the whole window right?, not entirely sure... but to remove any misunderstanding.... *** EDIT *** the reason why I asking are that I will do the interface to our game very soon.... and I'm a bit confused. The game will mainly be released on PC... which resolution do you think is best then? Edited by Serendor - 29 March 2007 at 12:35am |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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![]() This's GBA'S Screen size, wich is indeed 40.8 mm x 61.2 mm. depending on your monitor's resolution, it's size will be scaled up or down to match the computer's resolution. this maybe look tiny on a 2***x1*** Monitor, but it woul look huge in the old 340x*** . i suggest then to have an option where you can adjust the resolution of the game, like in the old Znes(go and check it out)
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I ate leel's babies
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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DPI is useless.. i've got a 15 inch at home which ranges from 64*480 till 1600*1200. i say if you're making a game for the PC , make it 320x240 then let the player choose between fullscreen stretch (with a bit of blur) or double/triplesize the pixels and fill the border with black. or option 3: make it only a portion of the screen big, so they still can use msn, internet whatever. |
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Serendor
Midshipman ![]() Joined: 27 February 2007 Online Status: Offline Posts: 79 |
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Thanks snader and Metaru
Yes some different resolution would be nice... I think this game will be quite hectic so you won't be able to have other things going at the same time ;) but... 320x 240 original size of the interface, is it a good or bad choise? |
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Metarro
Seaman ![]() ![]() Joined: 23 March 2007 Location: Antarctica Online Status: Offline Posts: 8 |
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i think it's a good size. windowed of course.
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Metaru's Evil Twin
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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It depends on what type of game you're doing. With pixel art you want lower resolution such as 640x480 (some graphics cards won't do lower). You can make it 320x240 but realize that some of your audience won't be able to play it. This will get worse as cards get more powerfull.
If you are going vector or 3D you want as high as you can go without sacrificing frames per second.
You do have other options you can simply make your image twice as big if you do want a very low resolution. You might draw to a surface then stretch the surface in interger multiples to make it fit within the biewing area.
EX you have a 320x240 drawing area and a 640x480 resolution
Draw the initial image to a 320x240 surface then stretch it to fill the screen. Make sure you do not use interpolation if you go with pixel art it will ruin your efforts. Edited by Pixel_Outlaw - 01 April 2007 at 6:22pm |
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Serendor
Midshipman ![]() Joined: 27 February 2007 Online Status: Offline Posts: 79 |
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We will not use any 3D graphic what I know in our game.....
if I stretch the image, thats not so good from a pixel point of view right? interpolation, I'm not familar with that term? 320x240 for the interface are still the option to go with? after som test I think 640x480 is quite good... it still need to be streched to be full screen... how about minimizing... I've heard that it will get blury? enlighten me^^ Edited by Serendor - 01 April 2007 at 10:58pm |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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if you stretch 640x480 to fullscreen, it most likely will get blurry, yes, or you'll have too cut off a couple of tiles, which i wouldnt advise. you'd get it looking like THIS
i think it'd look better if the engine were edited so the tiles would be reordened, or if thats not possible, a black edge around the screen.
the best option in my opinion though, is to make all the imagery for 320x240, then doublesize the pixels (like i did with my avvy), then put them in the game, and when running the game, either make a loose screen (for multitaskers) or change the screen resolution to 640x480 temporarily(making the screen display everything at 640x480, no matter what the standard resolution of the user is)
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Serendor
Midshipman ![]() Joined: 27 February 2007 Online Status: Offline Posts: 79 |
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You mean I should change all images like this? ( double size)
![]() I feel very noobish (I am though)... but I don't really get this ![]() I will talk with the programer about this issue... think we will sort it out.... feel free to explain once more... ![]() I'm very confused... think I have made this to a bigger problem than it is... anyway, Thanks alot! //Albin |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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yes like that. because usually when you let windows or whatever scale an image, it gets blurry. but when you make everything twice as big, by hand. all the pixels stay sharp and clean
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