What Resolution? (artwork/game default res)

  • #1, by afrlmeThursday, 04. October 2012, 19:38 12 years ago
    My current laptop has a resolution of 1280x800 but I'm wondering what resolution I should work at / draw the background art at for hi-res 2D hand drawn png's & character vector art?

    Graphically I'm planning on something similar to Pendulo Studios Runaway, The Next Big Thing or Revolution's broken sword style artwork.

    Cheers wink

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  • #2, by afrlmeSaturday, 06. October 2012, 02:02 12 years ago
    Just out of interest why is there limited options/support for laptop resolutions?

    my laptop goes from 800x600 > 1024x768 > 1280x600 > 1280x720 > 1280x768 > 1280x800.

    there's an option for 1280x1024 in v.studio so why isn't there any for the other 1280x's?

    Also I can only get 1024x768 to run in fullscreen with the editor unless I turn on widescreen support but that generates some weird graphic issues if I use any of the higher resolutions & they won't even launch the game if I turn off widescreen support!

    Also final thing in regard to the first post can anyone tell what size resolution say "deponia" was made at & pixel size of main menu & character?

    Cheers, danke & gracias wink

    *** edit: forgot to mention when I run it at 1024x768 the game looks slightly blurry as does the font & my png animation frames seem to have gif like artifacts.

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  • #3, by NigecSaturday, 06. October 2012, 16:35 12 years ago
    in the config.ini set it to run full screen and descktop, it should the give a letterbox view if its a 1280x1024 monitor

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  • #4, by afrlmeSaturday, 06. October 2012, 16:47 12 years ago
    I meant in the editor wink

    my max res is 1280x800 currently although I'm hoping to get a new laptop in near future.

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  • #5, by NigecSaturday, 06. October 2012, 22:42 12 years ago
    I do panoramics with a different engine and we render at 2048x2048 x6 cubic images, the next power of two down is 1024x1024 which will appear more grainy on a modern display, full screen BUT the thing to remember is if you use heavy animation the game could run like cr*p on slower machines at a high screen res.

    For me with VS I ran at 800x600 as my machine is powered by a hamster wheel and forced the games to be windowed

    There's nothing you can do about the letter box view but if the game is interesting you soon forget about it anyway wink

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  • #6, by afrlmeSunday, 07. October 2012, 00:01 12 years ago
    Aye I guess ...

    My laptop isn't anything special; hence why I'm hoping to get a new one sometime in the near future wink My paptop is about 4 years old - old acer model - with daft keyboard buttons that like to fall off razz

    win 7 ultimate ed, dual-core @ 1.73ghz, 2gb ram, 15.4" monitor - it seems to run 2d games fine enough as well as all the pendulo studio games - but I have to set everything on walking dead to low-medium setting or it runs really glitchy roll

    also seeing as my touchpad mouse died for no apparent reason I'm having to use my little wacom tablet as a mouse but I've gotten used to using it now.

    yeah I don't understand the letterbox thing ... in deponia I set res to desktop & it displays like a widescreen film with black borders at top & bottom which looks fine but 4:3 looks weird - then again I'm kind of used to it from when I used to emulate snes/genesis etc wink

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  • #7, by AlDhiSunday, 07. October 2012, 16:45 12 years ago
    To answer your first question: Deponia of course uses the standard HD resolution (1920*1080) but the backgrounds were originally drawn at a much higher resolution at least somewhere around 4K if not higher (4K for 16:9 = 4096*2304).

    A character who is able to walk around the scene should be implemented with half the resolution of the final background in height. So if in Deponia the final background resolution is 1920*1080 the final character sprite should have a resolution around 260*540, with 540 being 1080 / 2. Of course the character is also previously drawn at a higher resoultion just because it's so much easier to add little details or fine lines while working in a really high resolution. It's not even necessary that your monitor can display that resolution, you just need to be able to zoom in a lot. If you're using vector graphics that's of course no problem wink

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  • #8, by afrlmeSunday, 07. October 2012, 17:50 12 years ago
    cheers for the info & equational whatsit sums.

    much appreciated wink

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  • #9, by doroboTuesday, 19. July 2016, 11:50 8 years ago
    Doing art very big will take more time. I use max visionaire allowed resolution so i do backgrounds at 200 percent of that. But still having huge assets might be helpfull later for some unforseen use.

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  • #10, by afrlmeWednesday, 20. July 2016, 18:41 8 years ago
    You should ideally have a default resolution of 1920x1080, 1280x720 or 640x480, which are the 3 typical hd resolutions. Having said that, you can actually create custom resolutions of whatever you want via the explorer tool (ctrl+e), but I highly recommend you use one of the three that I mentioned as your default game resolution. Alternatively if you are doing a retro pixel game then your default game resolution should be something like: 320x240.

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  • #11, by MachtnixWednesday, 20. July 2016, 20:23 8 years ago
    You should ideally have a default resolution of 1920x1080, 1280x720 or 640x480, which are the 3 typical hd resolutions


    Hey, I don't know that 640x480 is a HD resolution... ;-) ;-)

    Btw: painting a background much bigger temps to make too much details. After resizing the picture seems overloaded. You have to paint as you should be in the final size after downsizing, that means: making all lines thicker, all colours stronger, enough space between lines and points, less grey shadings and so on. It's like making a stamp: the Mona Lisa on 2x3 cm should be a different Mona Lisa than on 200x300 cm...

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