I have more or less the same topic going on at GameDev and it was suggested there to use 1024x1024 tiles, which is something I'm strongly considering. I'm also considering doing an approach similar to braids (irregular pieces with feathered edges as necessary) as that was also suggested.
I'm also not particularly interested in cocos2d. I was way back, but it never really worked out for me. I was also having considerably more trouble to get it to just run right from the get-go on Windows, a problem I don't have with Pyglet itself. It also doesn't look like there's been a major version since Sep. 2008. Finally, I skimmed through the Pyglet programming guide last night and more or less got the concepts in it. I've already been planning out how to handle my backgrounds, game entities, etc. Just need to get proficient with the api now, hopefully. On Feb 4, 11:44 am, Nathan <[email protected]> wrote: > On Thu, Feb 4, 2010 at 9:48 AM, Casey Duncan <[email protected]> wrote: > > given the player's position. With 1024x1024 tiles at most four would > > be visible assuming today's monitor resolutions and no scaling on the > > textures when drawing. > > Not a huge deal, but those people with 30" screens (from Dell, HP, or > Apple, for example) have a resolution of 2560x1600, which would be six > tiles. Probably doesn't really make a difference, as the number of > people playing fullscreen on such monitors is probably miniscule, but > it's interesting to note. > > ~ Nathan -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
