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Game Window Size

Started by cdel, 22 November 2014 - 09:56 AM
cdel #1
Posted 22 November 2014 - 10:56 AM
I didn't know where else to ask for advice, so I decided to ask here. I am creating a 2D Pokemon style game, although i'm not to sure what to make the window resolution. Please comment below ;D
Lignum #2
Posted 22 November 2014 - 12:28 PM
640x480 or 800x600 is pretty much standard for what you're doing.
Bomb Bloke #3
Posted 22 November 2014 - 12:28 PM
Do you mean you're aiming to replicate the battle system, or do you mean you're wanting to replicate the top-down RPG view, or are you going for the whole "shebang"?

If you're going to do the top-down stuff, then that should define your screen size requirements. Work out how big your terrain tiles are going to be, work out how many tiles you're going to have on screen at once, and there you go.
oeed #4
Posted 22 November 2014 - 01:15 PM
Personally, I'd see if you can use vector graphics and just scale it like that. There's not a ton of support for SVG graphics in many engines yet. I'd be interested to know if there are significant performance differences. It also means that your game will look good on retina screens too.
cdel #5
Posted 22 November 2014 - 02:24 PM
I might just make the game the equivalent of 720p. I'll double check the tile sizes so it looks good as possible and I'll look into the possibility of a resizable window
Lignum #6
Posted 22 November 2014 - 02:31 PM
Personally, I'd see if you can use vector graphics and just scale it like that. There's not a ton of support for SVG graphics in many engines yet. I'd be interested to know if there are significant performance differences. It also means that your game will look good on retina screens too.
If you're going to do that, you should take a look at OpenVG.
MKlegoman357 #7
Posted 22 November 2014 - 02:46 PM
I would suggest making your game to work from very wide screens to very tall ones. If you would just adapt the game to the screen size I think it would be more applicable to everyone. Also, you're talking about 'window'. You are going to add fullscreen functionality, aren't you?

EDIT: and about using vector graphics. Depending on the devices which are meant for the game, vector graphics might reduce performance if everything would be drawn with them. I'm talking about phones and slow (old) computers.
Edited on 22 November 2014 - 01:49 PM
cdel #8
Posted 23 November 2014 - 11:34 AM
I would suggest making your game to work from very wide screens to very tall ones. If you would just adapt the game to the screen size I think it would be more applicable to everyone. Also, you're talking about 'window'. You are going to add fullscreen functionality, aren't you?

EDIT: and about using vector graphics. Depending on the devices which are meant for the game, vector graphics might reduce performance if everything would be drawn with them. I'm talking about phones and slow (old) computers.

yeah, full screen for sure :P/>

Personally, I'd see if you can use vector graphics and just scale it like that. There's not a ton of support for SVG graphics in many engines yet. I'd be interested to know if there are significant performance differences. It also means that your game will look good on retina screens too.
If you're going to do that, you should take a look at OpenVG.

thanks, ill be sure to check it out!