D
DiscoDude
Guest
Hey everyone,
I've been working on a project on and off for the past several months and I think I finally have a starting point that I'm happy with. I'm certainly not an artist by any means, but I'm trying for a slightly blocky FTL vibe for my art. I plan on every room being the same size as the resolution with no scrolling at all so everything is currently 1920 x 1080. Now that I have a good starting point I've been checking out tutorials and other threads talking about scaling resolutions (including PixelatedPope's YouTube series on it).
My problem is I'm going for a combination of large and small objects (the largest being around 400 x 800 star ships and the smallest being 8 x 8 rooms) with as much detail as I can pack into them and I'm not sure if I can make that happen if I try to program everything in a smaller starting resolution. The 8 x 8 rooms in particular look awful if I make them 4 x 4 and scale them up for instance. Although this could just be the result of my currently poor pixel art skills and may eventually cease to be a problem. Even though 1920 x 1080 is by far the most common resolution and the only one I'd ever use, I'd love to be able to cover a wide variety of resolutions. I'm just not sure it's always possible. As far as I can tell there's no magical way to scale down a resolution without causing flickering and other headache inducing visuals.
So I guess it boils down to this:
(a) Is making a game in 1920 x 1080 instead of a smaller starting resolution a really bad idea?
(b) Should I alter the look of my game to function in a smaller aspect ratio while possibly sacrificing some of the detail I wanted?
(c) Am I overlooking some obvious solution for the above?
(d) While I would prefer to do so, is it really necessary to make multiple resolutions for a commercial game?
Thanks in advance for any help with this. I'm well aware that this kind of question is very common, but I have yet to find anything dealing with my particular questions. I'm not sure if the scale I'm dealing with is even considered pixel art at this point and that seems to be the focus in this kind of discussion.
I've been working on a project on and off for the past several months and I think I finally have a starting point that I'm happy with. I'm certainly not an artist by any means, but I'm trying for a slightly blocky FTL vibe for my art. I plan on every room being the same size as the resolution with no scrolling at all so everything is currently 1920 x 1080. Now that I have a good starting point I've been checking out tutorials and other threads talking about scaling resolutions (including PixelatedPope's YouTube series on it).
My problem is I'm going for a combination of large and small objects (the largest being around 400 x 800 star ships and the smallest being 8 x 8 rooms) with as much detail as I can pack into them and I'm not sure if I can make that happen if I try to program everything in a smaller starting resolution. The 8 x 8 rooms in particular look awful if I make them 4 x 4 and scale them up for instance. Although this could just be the result of my currently poor pixel art skills and may eventually cease to be a problem. Even though 1920 x 1080 is by far the most common resolution and the only one I'd ever use, I'd love to be able to cover a wide variety of resolutions. I'm just not sure it's always possible. As far as I can tell there's no magical way to scale down a resolution without causing flickering and other headache inducing visuals.
So I guess it boils down to this:
(a) Is making a game in 1920 x 1080 instead of a smaller starting resolution a really bad idea?
(b) Should I alter the look of my game to function in a smaller aspect ratio while possibly sacrificing some of the detail I wanted?
(c) Am I overlooking some obvious solution for the above?
(d) While I would prefer to do so, is it really necessary to make multiple resolutions for a commercial game?
Thanks in advance for any help with this. I'm well aware that this kind of question is very common, but I have yet to find anything dealing with my particular questions. I'm not sure if the scale I'm dealing with is even considered pixel art at this point and that seems to be the focus in this kind of discussion.