resolution/graphic size question
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lilwing

hey guys! i plan to dedicate this weekend to my verge game.

i have a menu function just about complete, i already have graphics and stuff. before i do any more graphic work, i was just wondering if there's a certain size requirement for game sprites/tiles. i'd like to use pixels art with small resolution...

also, just as a test to see if my game woudl work on a mac computer, i popped it on my mac's drive and tested it out. on my windows computer, the game seems to be blown up at about 10x as what it is on the mac. i like the smaller resolution on that better. is there a way to syncronize that resolution?

lilwing

Posted on 2007-07-27 00:50:15

Overkill

The only size requirement I can think of is that tiles are 16x16, but they can be larger multiples of 16 if you split things into a few tiles. Everything else is pretty much up to you.

It sounds like you have automax enabled (it is by default). That'll automatically take up your entire screen with the game's screen, so that very high resolution screens that suck at fullscreen can see what's going on. Automax might not exist for the Mac. To turn it off, open verge.cfg and change the "automax" setting (or if there is none, put in a line "automax 0").

Anyway, you're best off giving the ability to change the windowing/fullscreen sizing settings up to the user (well, don't let them change the xres and yres).

Posted on 2007-07-27 10:28:51

lilwing

okay i have another question, posting it here instead of making a new thread.

i know that the default screen size is 320 by 240. if you change the xres and the yres to higher values, it changes the screen size and doubles the resolution to 2x, making it look a little blurry.

i'd like to make the screen size 640x480, but i want the resolution to still be 1x. what can i do?

Posted on 2007-08-19 21:01:15

Overkill

If you're viewing the game in windowed mode (which is what I usually do), it isn't becoming more blurry, the individual pixels are the same size in the window, it just lets you display more in a larger window.

Although, in fullscreen, the pixels will shrink in order to allow it to fit to the screen, because it changes the actual resolution on your monitor. Nothing you can do about that. If you're in a high resolution, it sort of demands you to make larger sprites, fonts and tiles. This is why people typically use 320x240, because they don't have the time to make all those higher res resources. Although, if your sprites are still readable, then whatever. I can read 320x240 windows just fine in my monitors1440x900 resolution, so fullscreen would just make it larger (although stretched - because I have a widescreen monitor ;_;).

Posted on 2007-08-20 10:01:44

lilwing

so is this just because the graphics were only set to be 320 by 240? just fiddling around with some sully chronicles... couldn't do it with my game because i am not at my personal terminal.



edit: grr, i give up on the whole image posting thing.

edit again:

okay here is epic of serinor i doubled xres and yres. looks a bit blurry. maybe it is because i am using a mac? i will try it on my windows terminal when i get hom.

Posted on 2007-08-20 18:32:19 (last edited on 2007-08-21 10:33:27)

Overkill

Okay, well, that's because Epic of Serinor forces the game to played in 320x240 resolution in its system.vc. So any changes to xres and yres just end up resizing the window and scaling the screen to fit resolution. This ensures that the player doesn't screw around with their game's resolution settings.
SetResolution(320, 240);
Sully, on the other hand, you can see looks very BROKEN as you can see with resolution changed. But individual pixels stay the same. That tiled pattern goes past the screen because it relies on the screen width to know how much to draw, but pretty much everything else is in the 320x240 top-left block of the screen.

Moral of story: don't change other game's resolutions as an example. Changing resolutions doesn't make things any more "blurry" unless the screen is being scaled to fit the window size.

Resolution does exactly what it should, so don't worry. Just maek gamz.

Posted on 2007-08-21 10:51:47 (last edited on 2007-08-21 10:52:10)

lilwing

Quote:Originally posted by Overkill
Resolution does exactly what it should, so don't worry. Just maek gamz.


aye cap'n.

edit: maybe i will just make a new thread for that.

Posted on 2007-08-21 14:29:39 (last edited on 2007-08-21 14:32:31)

IkimashoZ

I think that the blurriness is some kind of hardware/driver/software problem that exists outside of verge. 320x240 works great for me, but whenever I try to run anything (verge or otherwise) in 640x480 I get the blurriness issue. There are comps on the UH campus that don't have that problem though. Not sure about the source of the problem, but I'm pretty sure it's not verge or any of its settings.

Posted on 2007-09-02 16:25:04


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