256 vs 16bit ------ 320x200 vs 640x480

Started by BStoltman, Fri 21/09/2007 01:42:00

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BStoltman

I am new to AGS, and would like to know what exactly do I lose and gain by going w/ 256 color or 16bit and also why someone wouldn't use at least 640x480 resoultion, other then speed issues. Do I lose the ability to do something if I use 16bit other than palettes. And if palettes are a big deal what does the loss of palettes mean to me.

Thanks,

PS. Please be very specific...

Khris

256: absolute control over the palette, stuff like color-cycling or custom color schemes are possible.
The downside: you'll have to manage the palette yourself, i.e. keep using the same palette for everything or the colors will get screwed up.

16bit: don't worry about palette management, advantages mentioned above are gone though (most AGSers choose this).

Considering the resolution, that's totally up to you. If you're new to creating sprites and backgrounds and don't use 3D software or photos, I'd recommend going for 320 x 2X0.
Plus, I think it's safe to say that many people here simply like old school lowres graphics like in the commercial games from 10-15 years ago, since they grew up playing those games.
Speed isn't an issue at all.


BStoltman

What does color cycling mean... what would you cycle.

Khris

Color cycling is when a few specific colors of the palette constantly change their RGB values in a certain pattern. This was done in many early games to display e.g. flowing or trickling water without using background frames or sprite animations.

BStoltman

But those same effects could effectively be done w/out the use of the palette through views or other such methods. I am just making sure I won't run into something I can do in 256 but is impossible to get 16bit to do, one way or another.

Thanks

Gilbert

No, advanced palette cycling effects can't be done effectively in 16 bit in a easy way (they're intended for experienced users though). So, still 256 colour modes have their advantages.

Radiant

Quote from: Gilbot V7000a on Fri 21/09/2007 03:42:36
No, advanced palette cycling effects can't be done effectively in 16 bit in a easy way
Sure they can. Simply make a separate sprite of each "step" in the cycle. That's rarely more than eight steps (because you only have 256 colors to begin with), and any decent graphics program will let you "replace all of color X with color Y".

I'd advise 16-bit. It saves you a lot of headache, and it's actually easier to make animation look good than to make color cycling look good.

Resolution is very much a matter of taste, however. Issues with performance and disk space aren't all that relevant on contemporary systems, but art style for 320x200 is simply different than style for 640x480. Compare Monkey Island 2 (low res) to Monkey Island 3 (hi res) and you'll see what I mean. There's plenty of screenshots of both of them on the web.


Gilbert

No, it's not rare to have more than 8 steps, see this for example, especially when you want serious use of the effects to the max.

Of course, for general use it's not that important.

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