![]() This is especially true if you're using a custom UI. Try and lock this down first, because changing it afterwards when dealing with 2D tile and sprite based graphics is a nightmare, as you end up either cutting out our creating extra material to match your display. I hope that helps you to make an informed decision on how you'd like your game to look and play. ![]() Of course, different displays have different maximum resolutions and, depending on whether the image is filtered and smoothed or not, at lower resolutions images will look either blocky or blurry, as there's less information being displayed in the actual physical space of the screen. This is a resolution 2160 pixels top to bottom, divided by the 48 pixels of one tile top to bottom. It cannot detect the edges of your drawings. When you are making a sprite character sheet, you have to keep in mind that the program will simply divide the total image size. However, sprites can be most any size, they just need to be formatted properly. If you were working in 2160p (aka 4K), you'd be able to see a whopping 45 rows of tiles across the screen. Standard VX/Ace characters are 32 pixels x 32 pixels. This is a resolution 480 pixels top to bottom, divided by the 48 pixels of one tile from top to bottom. If you were working in a 480p resolution (480 pixels from top to bottom), you'd be able to see ten rows of those tiles across the display of the full screen. So for example, tiles in MV and above are 48x48 pixels square. Screen resolution refers to the quantity of pixels which can be maximally displayed across a full screen, therefore - in 2D artwork at least - directly affects the amount of information you see, which sounds like what you want. You need to change the resolution of the game using a plugin. ![]() I have a preferrence for walls with thick columns at each end and decor at the bottom though, similar looking to the examples attached below.Įxamples: These are some of the tiles I've already edited into my game myself, they resemble the style im going for, but aren't enough variation, and i'm kind of stumped at attempting to make new ones from scratch.Screen Zoom is a great solution if you have small spaces which don't need to scroll, but it'll be more work than it's worth to actually make a full game playable whilst zoomed in due to the fact the camera tracking, boundaries etc still work on the assumption you can see what the game's resolution sees. For the city i'm working on at the moment i've thought of mostly using brick-patterned walls, but smooth or walls including wood details would also work. So I thought I might as well attempt to make a post here for some help.Īrt Style: preferrably one that resembles the RTP style, but i'm generally searching for a clean and neat-looking style.ĭescription: Really as i said prior i mostly just want tileset recommendations, no need for anything custom-made or specific details, just links to tilesets previously made by other creators that include a variation of A3 wall tilesets for cities. I've been trying to make a big city for a while now, only to struggle with the wall tilesets as the RTP ones don't really suit my taste, and while browsing for resources here on the forums i haven't been able to find many tilesets that included wall variations at all. Be free to correct me on anything if necessary. Heyo! I'm pretty much a newbie here and really to game-making in general, so I hope i'm doing this right. ![]()
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