Hi all,
I built a project that I've become quite fond of which seeks to emulate the classic feel and style of the early Sierra adventures (notably, Gabriel Knight: Sins of the Fathers, Freddy Pharkas: Frontier Pharmacist, Kings Quest 5, 6, Space Quest 4, 5).
At this, I checked out the games backgrounds and found they were created at 320x200. My current project uses the bg resolution of 320x240 (however, I'm about to port everything across to the newest engine and start afresh with new assets now that I have funding).
Is there any specific upside/downside to using 320x200 as opposed to 320x240? I do vaguely recall there being some talk about stretched images in old games that used this resolution (ie the HUD face in Doom/Wolfenstein being stretched and requiring a 'fix' on modern systems). I definitely want to avoid any kind of stretching. I'd also like to ensure maximum full-screen compatibility in modern systems. My initial guess was to use 640x480 display resolution but double the background sizes from 320x240 using nearest-neighbor filtering to retain the classic low-res look.
Any insight from anyone who's worked at these resolutions (or upscaled art from lower resolutions to a higher display resolution for maximum compatibility on modern systems) would be much appreciated!
I built a project that I've become quite fond of which seeks to emulate the classic feel and style of the early Sierra adventures (notably, Gabriel Knight: Sins of the Fathers, Freddy Pharkas: Frontier Pharmacist, Kings Quest 5, 6, Space Quest 4, 5).
At this, I checked out the games backgrounds and found they were created at 320x200. My current project uses the bg resolution of 320x240 (however, I'm about to port everything across to the newest engine and start afresh with new assets now that I have funding).
Is there any specific upside/downside to using 320x200 as opposed to 320x240? I do vaguely recall there being some talk about stretched images in old games that used this resolution (ie the HUD face in Doom/Wolfenstein being stretched and requiring a 'fix' on modern systems). I definitely want to avoid any kind of stretching. I'd also like to ensure maximum full-screen compatibility in modern systems. My initial guess was to use 640x480 display resolution but double the background sizes from 320x240 using nearest-neighbor filtering to retain the classic low-res look.
Any insight from anyone who's worked at these resolutions (or upscaled art from lower resolutions to a higher display resolution for maximum compatibility on modern systems) would be much appreciated!