Maximum resolution and colors makes the game heavy, lagging?

Started by schoolequaltoprison, Sun 22/07/2012 16:33:37

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schoolequaltoprison

Hello, i have a question about heavy resolution game, can be done in AGS a game with 1024x768 at 32 bit, without be lagging or other else bug? It's important because is the first part to run a game project, how much colors and how much resolution, so a game with maximum resolution and many many rooms will be working? will be playable?
With these settings there are some limitations that are to be know?
Because it will be a bad thing to create all very well and then find that doesn't work because is heavy.
Thank you

suicidal pencil

AGS should run a 1024x768 game with 32-bit colour fine. I'd assume most computers nowadays could handle it :)

EchosofNezhyt

I think there is moded versions with higher resolutions.

Joseph DiPerla

I am working on a new version of the engine and editor which will support the following new things:

*Refactored/More portable code from JJS and CW
*New Interaction modes for easier implementation. This has been finished on the engine side, however, I need to do the same on the engine side and I need to update the blank game template to work with it.
*Custom Resolutions. The engine side is partly done for this, I need to get this done on the editor side now.
*Higher limits.
*Possible Inventory categories. Of course, source code will also be available.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
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Snarky

A basic game should work fine, but some features (e.g. overlays with transparency) could start to bog it down. The engine isn't currently that well optimized for higher resolutions or taking advantage of hardware acceleration.

schoolequaltoprison

Hi thank you, i search for e.g. overlay but i don't understand what it is (i'm new at ags), is maybe the animation of the background? Just for understand what are the limits/problem of high resolution.

Khris

Overlays are basically floating sprites, or text. They are displayed above the background, but below GUIs.
You'd use them to create all kinds of graphic effects, like making the background blurry or something like that.

If you're worried about performance, make a test game that's going to strain AGS. Lots of rooms doesn't though since only one room is loaded into memory at any given time.

But like the others already pointed out, unless you're really pushing it, AGS should handle 1024 just fine.

Andail

This is beside the point, but consider if you're actually gonna need that high resolution. Very few artists can paint backgrounds that actually make use of it (Zyndikate is one). Of course, photos can use it too.
Just so you don't think higher resolution magically makes your game better...

schoolequaltoprison

thanks you for the answers, i use high resolution because i like to put many particulars, and by doing this i cover even the kind of players that seek games only for the resolution (well 1024x768 graphics is not much so for these guys but...). For example Grim Fandango was perfect, high resolution and high script, so the player that play game only for resolution stumble down and without knowing they drink the story. :)   


by now i see the guide found on youtube very useful.
http://www.youtube.com/watch?v=1Ml_DR76Cl4&feature=relmfu

Snarky



schoolequaltoprison

i was not intend to use the word resolution literally. I have many friends that remember how much beautiful was alone in the dark, but they can't play it today because the graphic quality, even that with monkey island etc... and so on with young people, many of them after a look of low res, visible pixels, quit the game. Hollywood actions film, 3d etc... have even some influence in this.

Caracal

I usually draw high resolution backgrounds and charactersprites. But as I used a game with 1024x… resolution the compiled game looks really … “nasty”. So I decidet to create a game with less resolution but still it looks pixel-ish in the compiled version. Is there a way not to see it in full screen, like the testrun in AGS. In the small test-run window in the AGS editor everything looks perfect (since its so small)

Khris

Open winsetup.exe in the Compiled folder. In there, you can check "run windowed" and set a nearest neighbor filter (x2 - x4).
Hard to miss though, one would think.

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