On Thu, Apr 5, 2012 at 18:24, Santiago Romero <srom...@sromero.org> wrote: [...] > - Game graphics (pixel-art, not vector or 3d graphics): What's the best way > to create the graphics? Do them "high-res", try to ask always for the > highest resolution and downscale if not (losing quality)? Do them "mid-res" > and upscale / downscale depending on the resolution? Create them in 2 or 3 > different sizes to minimize quality losing in scaling? > > - Game engine: when creating the scoreboard, menues, inventories, position > items in the screen, define sprite-speeds ... should I use "percentages" > instead of pixels? ( % ). Should I, instead, work in a "base resolution" > (640x480) and scale all (pixel-speed for sprites, on-screen text and > scoreboards positions, etc) according to the relation base-resolution / > real-resolution? And what about the ratio (16:9 <-> 4:3) change (it's not > just an "scaling" problem)?
As others have noted, it all depends on your visual style and the kind of game you are making. There are some possible solutions from which you can pick depending on what your goals are and what works for your particular case: 1. Upscale the pixels to huge blocks. This works if you aim for retro feel, although it is really getting old. 2. Downscale to match the screen size. This works especially well when your game already does scaling, like zooming and such. 3. Scroll the playing area. Some games will only show you a part of the playing area at a time, and either let you scroll freely or scroll automatically following the player character. In such games it often works to just show more of the playing field on higher-resolution displays, allowing for more comfortable play but not really changing the artwork or game rules. 4. Fill the remaining portions of the screen with the user interface. For example, in a low-res version the inventory can be accessed by entering the inventory mode, when the menu will replace the normal view. In hi-res mode the menu may be displayed at all times on the side of the screen. This is easiest if you only target a few selected resolutions. 5. Make your game run in a window of fixed size. Let the players have their music player, twitter client, text viewer with game's walktrough or whatever they want opened side-by-side with it. Or even have several windows, like Angband does -- then it becomes like 4. 6. Completely re-do all of your graphics for several different resolutions. This is usually an insane amount of work and unless it's very important to you, I wouldn't recommend it. Or you could have some ready graphics that already comes in many sizes -- like the Tango icons. 7. Run full screen and force switching to the mode you want. This may look very bad on displays with fixed native resolution and with different aspect ratio than what you expect. 8. Scale the parts that can be scaled easily (like the map), but leave the rest at constant resolution (like the icons on the map). You will usually want to mix and match these in your actual games. -- Radomir Dopieralski