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Author | Message |
achmoye
Seaman ![]() Joined: 06 August 2018 Online Status: Offline Posts: 6 |
![]() ![]() ![]() Posted: 22 August 2018 at 5:28am |
Hi,
So I'm still new to pixel art,(maybe 2 months now), And I didn't find much discussion around pixel ratio (For one pixel drawn, how much pixels will you display. X1 would be all games with no pixel art). And I noticed a lot of game actually use really tiny pixels, might be a X2 ratio, maybe even X1 ?. So I tried myself with a X3 ratio for my games, for originality. I think it's interesting to see big pixels for once. But I'm not sure how it looks. A friend of mine likes it. Do you ? (ONLY equipment is X3 here, inventory is X2) ![]() X3 sprites are faster to do, and would allow me to focus on content ; but X2 add more detail, X3 is limited when it comes to sharp object like spears, so I don't know. |
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PixelMart
Midshipman ![]() ![]() Joined: 03 August 2018 Online Status: Offline Posts: 18 |
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that's a good question
some x1 can still look like pixelart with extreme cool dithering effects. but i guess x2 - x3 to show the little pixels is better to provide the retro resolution look. oh yea! if you want a low pixel classic super mario look the number in x'number' would be much higher than a street fighter beat em up sprite ratio oh! the text! it should fit to the pixel ratio just my opinion. |
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achmoye
Seaman ![]() Joined: 06 August 2018 Online Status: Offline Posts: 6 |
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Yes indeed,
But I'm focusing on the equipment right now, I need to make a decision before polishing the interface x) I think I just need to be patient and eventually I'll come up with enough sprites x) It's so frustrating to progress slowly in sprites, because the gameplay coding is so quick lol |
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CuriousBeefJerky
Commander ![]() ![]() Joined: 23 April 2015 Online Status: Offline Posts: 132 |
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Game Resolutions tend to be a headache the more you get into it, but a general resolution you can use is 640x360px, for a few reasons. First, it is in the 16x9 aspect ratio, so zooming it to x2 gives you 1280x720px(720p) and to 3x gives you 1920x1080px(1080p). Since 720p and 1080p are the most common screen resolutions, and this lets you upsize your pixels without stretching them. Making your base resolution 640x360 lets your game work on about 70% of computers at fullscreen. This handles most screen sizes, but be aware that on non-16x9 monitors, the edges of the screen might be cut off, so be careful where you put your UI. Otherwise, the pixels will get stretched on these monitors. If you're deciding what base size you want for your sprites, just remember: every time you double the size of a sprite, you quadruple the amount of pixels you have to use. Since you're still new, using a smaller canvas would be recommended. Either way, good luck!
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PixelMart
Midshipman ![]() ![]() Joined: 03 August 2018 Online Status: Offline Posts: 18 |
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Originally posted by CuriousBeefJerky Game Resolutions tend to be a headache the more you get into it, but a general resolution you can use is 640x360px, for a few reasons. First, it is in the 16x9 aspect ratio, so zooming it to x2 gives you 1280x720px(720p) and to 3x gives you 1920x1080px(1080p). Since 720p and 1080p are the most common screen resolutions, and this lets you upsize your pixels without stretching them. Making your base resolution 640x360 lets your game work on about 70% of computers at fullscreen. This handles most screen sizes, but be aware that on non-16x9 monitors, the edges of the screen might be cut off, so be careful where you put your UI. Otherwise, the pixels will get stretched on these monitors. If you're deciding what base size you want for your sprites, just remember: every time you double the size of a sprite, you quadruple the amount of pixels you have to use. Since you're still new, using a smaller canvas would be recommended. Either way, good luck! this 640x360px sounds like a realy good solution i will keep keep tthis canvas in mind for my projects too!
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