Look at this picture.
http://www.2dadventure.com/ags/ProvaJack1.PNG
I cant decide if keep 640X480... huge game...
Somebody adviced me to change to 320X240,
but 3D rendered rooms look worse...
any hint?
why not prepare a demo in 640, then scale it to 320 and see how it looks? Nice style, reminds me of that music video, was it status quo? the MTV one.
you mean prepare two demos and compare them?
The image is < 320x240 and it looks fine.
There isn't enough detail in the background to warrant an upgrade to 640x480 in my opinion.
I know that the sprite is just a temporary, but it appears (given that you used that as a temp) that your sprite skills are limited, in which case sticking with 320x240 will probably make it easier for you to make the sprites fit in.
That's the second ugliest sprite man I've ever seen!
(The first is roger :=)
And the matress looks like it's about to exploderise out of the frame. Look out little crazy blue person!
QuoteThat's the second ugliest sprite man I've ever seen!
Despite of joking, I must agree. About ugly part.
Not second part.
Roger is niiiiice :'(
With much cooler bg's like this you definetly need a revolution in sprite stuff too. Follow tutorials, ask for help, DO something! Otherwise, you're wasting bg art with putting lousy sprites on them.
The crits on bed is there already, and everything else looks quite okay. I'd suggest to go for low res if you don't have 3D sprites. And maybe try to render with antialiasing turned off. Maybe. And add a carpet to the floor!
Also, the brick material on other building is way too stretched/large. Tile it more!
I thank you all for help but...
I add that the char is stretched and deformed... I did draw it for a 640X480 and using him at 320X200, he lost everything...
I did not understand the critic about the bed... sorry ???
It is too... big?
Thanks
Quote from: Huw "Dave" Dawson on Sat 03/12/2005 09:55:27
And the matress looks like it's about to exploderise out of the frame.
I did not understand this sentence... what do you mean with "exploderise"?
I think he means, the way the blue 'matress' part of the bed bulges in the middle, it looks like it should be about to spring out of the bedframe. Huw, correct me if I'm wrong. If I am, this can stand as a new crit
Also, I add my vote to the 320x240 side. Like Steve McCrea said, there's not enough detail there that it needs to be 640. (Unless that's just this background - you'd need to show others.)
If you're not happy with the quality at 320 .. How did you do it? Did you render at 640 and shrink it, or did you render it at 320? Try it the other way, and see how that looks.
Oh, and:
Quote from: DanClarkethat music video, was it status quo? the MTV one.
That wasn't teh Quo. I think you're thinking of Dire Straits - Money for Nothing.
Here it comes my char with the same background, everything at 320X240.
http://www.2dadventure.com/ags/Screen2320.PNG
Maybe it must be seen zoomed. The walkable area made him 65% of his size.
Does the resolution make him too crappy? Thanks!
Thats not the same background! And not the same char either!
::) Sorry, it's the left side of the room. Yes, the char is completely different.
However, how does it look? Think it as with 320X240 resolution.
Ah... I get it :) It looks good, but the guy is way too small! And why are there bricks outside the window?
Well, the room is in "beta stage"... there are bricks outside the windows because there's a narrow street.
The dimension of the char is also temporaneous (?does this word exist?)
but what I want to know if it is too ruined by the resoulution, or not. Maybe a demo would be more explaining.