Game Size

*** video 960 x 480

This is what i'm using for my game.

I'm using hand drawn assets that are exported as indexed sprites - I saw He-Man do this effectively so i went with the higher resolution.

I'm wondering if before I get too deep into it, perhaps its better for me to use the default sizing...

What are the pros and cons? Would it make my life easier in some way to go with the default sizing?

Thanks in advance.
 
The pros are pretty straightforward. You have more screen real-estate to play with for HD sprites, HUDs, and the playfield. The finished product could look amazing.

The downsides:
  • You can forget all about console portability, except maybe high end Androids.
  • Production time goes up exponentially to create the assets if you want reasonable quality. SNK nearly bankrupted themselves building high def sprites for KOF.
  • Most engine behaviors automatically adapt, but a few still default to assuming a smaller area, so you'll need to test and adjust accordingly.

HTH,
DC
 
Most engine behaviors automatically adapt, but a few still default to assuming a smaller area, so you'll need to test and adjust accordingly.
One that I can remember (I dunno if it was fixed on the recent versions) is the aimove "chase": on wider screens, the entites simply stay still, waiting for the player to get near them (happens on my Avengers game, with the robotic dogs)
 
One that I can remember (I dunno if it was fixed on the recent versions) is the aimove "chase": on wider screens, the entites simply stay still, waiting for the player to get near them (happens on my Avengers game, with the robotic dogs)
did you manage to fix this behavior?

i wonder which snk game...
SNK nearly bankrupted themselves building high def sprites for KOF
 
One that I can remember (I dunno if it was fixed on the recent versions) is the aimove "chase": on wider screens, the entites simply stay still, waiting for the player to get near them (happens on my Avengers game, with the robotic dogs)

That's odd. I've never had any such problems with chase behavior in wide screen projects. In fact, coding wise it's the opposite. The AI's vision range is infinite, and the distance used for running vs. walking is hard coded (I'm changing that), so in higher res modules the entity is proportionally more likely to run at players, not less. Are you sure it wasn't something else causing the freeze? We can take a closer look in another thread.

i wonder which snk game...

King of Fighters 13. Each character's sprite set was anywhere from 64 to 128 colors, approximately 1000 frames, and required about a year's worth of work hours to complete. That's not even close to sustainable and they couldn't make it back in sales. From 14 and onward, they scrapped all that and went to polygon models.

DC
 
since i was never that into KoF, i never really checked it out
@DCurrent
its impressive, from what i can see on a video i found , it seems that so much work went into them that the backgrounds have static characters and are barely animated...

then i got curious as to the size difference
ddmlwhh-f58ad146-eedc-49fa-acbf-9cfb7378a8ba.png


i see that this does not include those street fighter 2 HD sprites... but SNK certainly did a better job

looking forward to see @equinoksblex work!
 
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