The Daily Click ::. Forums ::. Klik Coding Help ::. Genral questions
 

Post Reply  Post Oekaki 
 

Posted By Message

Windybeard Games



Registered
  14/04/2005
Points
  219

You've Been Circy'd!VIP MemberCandy Cane
2nd June, 2005 at 21:10:40 -

Is it a bad idea to make a game in 16 million colours and using 640x480 resolution?
most games ive seen here are all very low res and use minimal colours, is this just because of file size or prefrence?

 
n/a

AndyUK

Mascot Maniac

Registered
  01/08/2002
Points
  14586

Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
2nd June, 2005 at 21:22:17 -

Depends on the game really, If you are making a game based on a Nes or gameboy style, 16 million colours are not good.
640x480 is okay for large graphics but smaller graphics suit a smaller resolution because it fills the screen better.

also bigger means more megabytes, loads of people still have 56k dialup modems so think about that.

we base our games on the 16bit era i would say so that would account for the small size, 320x240 isnt small just because new pc game use 1024x768 minimum. these are 2d game.
Sorry if im rambling on here.

 
.

Radix

hot for teacher

Registered
  01/10/2003
Points
  3139

Has Donated, Thank You!VIP MemberGOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!
2nd June, 2005 at 21:30:48 -

Short version: it's fine.

And if you delete this thread after your question is answered I'm going to wring your neck.

 
n/a

Windybeard Games



Registered
  14/04/2005
Points
  219

You've Been Circy'd!VIP MemberCandy Cane
2nd June, 2005 at 22:02:00 -

cool, its because im making a platform game and it uses alot of colours and a big res, im going for a more detailed gfx stlye kinda like metal slug 5 ( i think thats the new one) it wont look as good but thats the kinda thing im going for visually,

chill Radix, this ones not going, i would like to see what other people have to say about this one.

 
n/a

-Vinny-



Registered
  12/01/2005
Points
  436
2nd June, 2005 at 22:41:16 -

well the thing is that pixel artists like to practice a skill called 'minimalism' where they try to do exactly that, keep everything to a minimum, while making it good, but of course, they won't go below minimum if it means losing quality, but then if you go below minimum, then it isn't minimum anymore now is it?

i think it's better to keep with minimum colours as much as possible, just because of the file size, and common sense if you aren't going to use most of those colours, it's just that 16mil colours are usually used in shading, especially when it comes to lighting in 3d renders, otherwise, a strictly 2d games usually doesn't require 16mil colours, unless you are using a lot of cg art, in which case you would require the 16mil colours, as for the screen size, it really is heavily based on your game, if you have a lot of things going on in your game, it wouldn't be wise to crap it in a small space, while having a large screen size, with very little to show isn't very good on the system resources either

 
Vinny

Radix

hot for teacher

Registered
  01/10/2003
Points
  3139

Has Donated, Thank You!VIP MemberGOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!
3rd June, 2005 at 01:08:59 -

Good, don't delete any others in the future either. It's rude because it means we can't refer other people back to questions we've spent effort to answer when they have the same problem.

Sensation: Even for reduced-palette pixel art there are advantages to high colour, not least of all for blending and transitions.

It's also easier, which is why we all use klik products anyway, yes? High colour is not necessarily going to lead to large file sizes if you're sensible about tiling backgrounds and the like.

 
n/a

axel

Crazy?

Registered
  05/02/2005
Points
  4766

Game of the Week WinnerYou've Been Circy'd!
3rd June, 2005 at 06:05:23 -

16 million colors are good if you're using alot of semitransparency in it...

 
n/a

Windybeard Games



Registered
  14/04/2005
Points
  219

You've Been Circy'd!VIP MemberCandy Cane
3rd June, 2005 at 15:44:18 -

soz radix, only deleted previous posts cause i thought they where pointless, now i can see there not.

what if i was making a platform game to rival todays 2d graphics is that an uncommon thing to do?

16 bit is good but how many more 16 bit platform games do people want to see? this site alone is extremly heavy with them, not that i think they are bad, some of them are fantastic, but a little variation is a good thing right?

 
n/a

Radix

hot for teacher

Registered
  01/10/2003
Points
  3139

Has Donated, Thank You!VIP MemberGOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!
3rd June, 2005 at 18:15:47 -

Okay, cool.

And I think you should do whatever it is you're able to do best. All that really matters is whether or not the graphics look good. If it's a bazillion megs but the graphics make me hot, that's fine. If it's 200kb and it has a neato retro feel, that's also cool. Don't worry about file sizes beyond just being sensible, as 56kers will still download large games provided they're good, they'll just wait till other people have played it first.

 
n/a

The Chris Street

Administrator
Unspeakably Lazy Admin

Registered
  14/05/2002
Points
  48487

Game of the Week WinnerClickzine StaffAcoders MemberKlikCast StarVIP MemberPicture Me This Round 35 Winner!Second GOTW AwardYou've Been Circy'd!Picture Me This Round 38 Winner!GOTM December Third Place!!
I am an April FoolKliktober Special Award Tag
4th June, 2005 at 07:43:32 -

I think if the game is generally kept below 10MB then you're laughing. But if your game ends up bigger than that, it may be an idea to reduce your colour palette.

 
n/a

Windybeard Games



Registered
  14/04/2005
Points
  219

You've Been Circy'd!VIP MemberCandy Cane
4th June, 2005 at 07:58:45 -

i just played wandering fighter and lost valley, Amazing games, loved every second of them but i was thinking how much better they would look if done using alot more detail, but then would the overal appeal of these games be lost? i think they would, but it would still be very interesting to see what could be accomplished using basic game ideas from the 8bit/16bit era but using a more powerful visual system.
a prime example of this would be yoshis story on the N64 (if anyone has played this) it used the same mechanics as yoshis island but inhanced graphics and a faster pace, it was a great game but pailed in comparison to its original.

8bit/16bit gfx can be solid and extremly effective but you can only achieve so much. mmf caters for so much more, but is it worth doing? do people use 8bit/16bit as a safety net? are people intimidated by pushing click games to there visual limits?

is great gameplay more important than gfx in every instance or can you couple them together and still arrive at an overall outstanding product?

Image Edited by the Author.

 
n/a
   

Post Reply



 



Advertisement

Worth A Click