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Speaktrap

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Joined: Jan 2010

Posts: 12

Speaktrap is doing well so far

Jan 18, 2014, 01:52 PM
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Quote:
Originally Posted by DennisKainz View Post
Tiles will be 64x64 pixels large, and the minimal resolution will be 640x480.
That's not really future-proof. That concept is sooooo retro.
Tiles should be essentialy textures, and thus any size would be acceptable by the engine, giving much freedom both to tileset and level makers. Tiles would be rendered on polygons, to make use of OpenGL/DirectX.
Oh yes, and then they shouldn't be even called tiles, tiles should be deprecated. Yeah, that's the whole point

Quote:
Originally Posted by DennisKainz View Post
Each tileset will have 1024 colors in its palette. (We might need to provide more than one PCX image for a single tileset, and stack it with others)
Again, if we ever make that effort to start a complete remake, WHY use PCX and palletes? It's 2014, nobody ever uses that in game making

Quote:
Originally Posted by DennisKainz View Post
Ofcourse, this is just PART of the plan. It doesn't end here. But for now, let's amplify the FIRST part of the plan: finetuning the sprites in a double resolution. (Not the tilesets, that's a different story)
Sprites should be huge, like 512 square or even 1024, and be scalable, so it would look good even in HD and retina displays.
Also I might add the obvious, field of player's view should be same on any resolution.

Quote:
Originally Posted by DennisKainz View Post
I already tried to finetune the Jazz sprites, but the results were disappointing. We need to redraw every single sprite (alas, including the main character animations) lest its pixels look double the size of the background pixels. They also need to have each 16 colors for each hue, instead of the usual 8.
We also need a few additional sprite versions (like 5 frames for each enemy turning around, lest it changes direction immediately)
This "finetuning" is pointless. Animations would have to be redrawn by a group of artists. In full 24-bit RGBA glory.