Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: Vverano7 on Thu 28/12/2017 23:15:09

Title: Resolution and Scaling
Post by: Vverano7 on Thu 28/12/2017 23:15:09
Hi. I have been creating game art in Aseprite, however, I have no idea what resolution to use for my game. I measured the dimensions of a Quest for Glory 4 Scene, and saw that it was in a 3 to 5 ratio. How do I know what resolution to choose? (I will not be using sliding rooms). Additionally, how do I scale my characters and objects appropriately as well?

Thank you.
Title: Re: Resolution and Scaling
Post by: Snarky on Thu 28/12/2017 23:31:34
Actually, QFG4 was made for a 3:4 aspect ratio, because the image was designed to be stretched to fill the entire monitor (by making each pixel taller than it was wide). This was the standard approach for VGA games, and "emulators" like ScummVM have an "aspect ratio correction" setting to stretch old games on modern screens so they look they way they were intended. AGS cannot do that, however (unless you somehow have an old 4:3 CRT monitor).

For a classic/retro low-resolution look, you probably want 320 (width) by some height. Exactly which height depends on what you're aiming for:


Most PC screens are 16:9 today, though MacBooks are 16:10.
Title: Re: Resolution and Scaling
Post by: Snarky on Thu 28/12/2017 23:44:21
Here are some examples you can use to compare (all have been scaled up to double size):

(http://www.wadjeteyegames.com/wp-content/uploads/Res_Police.png)
Resonance: 320x240

(http://www.wadjeteyegames.com/wp-content/uploads/BE-greenwood.png)
Blackwell Epiphany: 320x200

(http://i.imgur.com/mQy5ZDT.png)
Future Flashback: 320x180

As for scaling your characters: once you have decided on your resolution, consider how big you want your characters to be on the screen at max size. This should be the size you draw them in. To scale them to other (smaller) sizes in-game, use the scaling feature in AGS. Objects would usually just be drawn at their target size and not scaled.