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Stijn

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Joined: Mar 2001

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Jan 19, 2014, 02:42 AM
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Gus, your plans make no sense...

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Originally Posted by DennisKainz View Post
All the sprites shall be sized at least the double of how they currently are, and redrawn from nothing.
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Each tileset will be 16 or 32 bit colors, instead of the usual 8.
Fair enough.

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Tiles will be at least 64x64 pixels large, and the minimal resolution will be 640x480.
There is still a huge difference between 640x480 and 1920x1080. You'd need to decide on a target resolution to draw for, not just a minimum.

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Deluxe Paint 5 or something better shall be used for tilesets. (Nick used an earlier version of Deluxe Paint)
Why? Do you think JJ2's art style is a result of the program used to draw its art? It's not, it's because that's how Nick Stadler decided to draw things. If he'd used Photoshop, there wouldn't have been a huge difference.

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All tileset makers on J2O will work on tilesets, but somebody skilled as Agama will re-draw upon the tiles.
That's not for you (or us) to decide. Besides, most "tileset makers" have retired.

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Layers 3 and 4 will be both used for sprite layers, and divided into 3 sublayers: 3- (SFG), 3, 3+(SBG), 4-, 4, 4+
This is laughably complicated. Just call it layers 3, 4, 5, 6, 7 and 8. How did you arrive at the number of 6 sprite layers? Why not 5? Or 7? Or 34? Why not increase the amount of background and foreground layers as well? Why not have one sprite layer, and the ability to change the drawing order within that layer?

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Every single background layer will have an image of its, each at least as large as the screen's resolution.
Why this limit? Why not go for what fits best with each tileset/environment?

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Some professional sample creating software will be used to create samples before the musics are created.
Why do you want the music to be sample-based to begin with? And why software-synthesized samples?