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| View Poll Results: What do you think of multiple resolutions? | |||
| It's great! I would use the 1600x1200 version |
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5 | 26.32% |
| It's great! I would use the 1280x1024 version |
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7 | 36.84% |
| It's great! I would use the 1024x768 version |
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1 | 5.26% |
| It doesn't matter to me. |
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6 | 31.58% |
| Voters: 19. You may not vote on this poll | |||
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#3 |
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OUATIJ Creator
Last Online: 02-15-2008 12:33 PM
Join Date: Jun 2006
Posts: 19
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Actually I am not aware of any other 2D adventure game that offers multiple resolutions? Correct me if I am wrong but I do not know of any others that do what we are thinking of, so if it's not an issue with other games I am not aware of it. I mean this with all honesty, and am not being sarcastic. It's certainly not an ideal way to do things if it can be gotten around.
I spoke with the creator of the engine we are using (which is a commercial engine) and he said our idea was not feasible by way of doing it through one executable with compatible saves. We are still going to try to work around it but we shall see. The issue at this point is, is it worth it and will customers appreciate this? Our game looks far better at 1600x1200 than 1024x768 because more detail can be seen but we realize most players cannot utilize this resolution. We would like to offer it for those who can, and for the future when computers will easily be able to handle it. Last edited by DocBass; 09-18-2006 at 08:58 PM.. |
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#4 | |
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Senior Member
Last Online: 06-03-2009 05:29 PM
Join Date: Sep 2004
Posts: 413
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Quote:
Isn't a savegame just an array/database of your character's location, objects and previous event triggers? Whay would that database be different for different resolutions? I could see issues if a room / location in each res version all had to have a unique id code (hallway1024, hallway1600 etc), but if there were 3 executables, the room ID tags could remain the same. Couldn't they? |
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#5 | |
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OUATIJ Creator
Last Online: 02-15-2008 12:33 PM
Join Date: Jun 2006
Posts: 19
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Quote:
However, this really isn't a technical discussion and we are doing all we can to NOT have that sort of cumbersome situation. We just want to know if gamers would appreciate this feature, since we haven't seen it done in a 2d game as far as we know, and it would be a bit of work. If it would be appreciated, and hopefully boost sales, we would do it however. |
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#6 |
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I create. Therefore I am.
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Wouldn't it require a lot of work to make this done in a 2D game? You'd need to store 3x of the same backgrounds and everything. I think it'd be better to work in if you'd developed your game in 3D.
__________________
Regards Atle Ragnar Jarnæs Lerøy ~Working on the upcoming adventure game, Roger Foodbelly~ Click the name, to join its Facebook Page! My Games |
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#7 |
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Member
Last Online: 03-31-2011 05:39 AM
Join Date: Sep 2006
Location: London, UK
Posts: 38
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I prefer a different approach, which makes my life and the developers' a little easier. Add a "Windowed Mode" which lets the user pick one of your resolutions and run a window of that size on their desktop.
While I appreciate that full screen makes for a more immersive experience, it can also run monitors at non-native resolutions (my LCD works best at 1280x1024, for example) and prevent the player from doing other things on their PC at the same time. Providing the option to choose between either is a good compromise, and also partly solves the resolution issue; a 1024x768 window on a 1280x1024 desktop looks fine. |
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#8 |
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hello
Last Online: 07-11-2007 03:21 PM
Join Date: May 2005
Posts: 379
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Being able to change resolution in crucial in any modern game i beleive
Also i think it is important now days to include support for widescreen resolutions: 1280 x 720, 1280 x 768, 1920 x 1080, as widescreen monitors and HD tvs continue to grow in popularity. |
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#9 |
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Senior Member
Last Online: 01-22-2007 12:39 AM
Join Date: Apr 2006
Posts: 202
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I think this is a very important factor, and one that needs a bit of lateral thinking to achieve in 2D games. As you stated, the easiest solution would be to have 3 different executables.
A far more satisfying solution would be to store the artwork at maximum resolution and resize it using resampling during the creation of each scene, then overlay the interface in a standard resolution (maybe provide an option of a large or small font). This would give far greater support for future resolutions and things like widescreen. This feature would obviously need to be intergrated into the development tool though. I seriously think this is important enough to warrant discussion with your middleware provider. It would not be difficult to provide such a feature within the development tool which would become transparent to the developers. But, if your going with multiple executables, I would choose 1280x1024. This seems to be the native resolution of the vast majority of LCD panels at the moment. |
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#11 |
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Hopeful skeptic
Last Online: 09-18-2013 05:02 PM
Join Date: Sep 2003
Location: Toronto
Posts: 7,743
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Multiple resolutions were offered in The Silver Earring. Your pal Villain should know that, being one of his faves.
![]() Personally, I wouldn't bother if it's that much hassle, unless the art style is a realistic one, which yours doesn't seem to be. |
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#12 | ||
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OUATIJ Creator
Join Date: Apr 2005
Location: Dallas, TX
Posts: 1,640
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Quote:
But he said, "Let me handle it, I'm the technical guy." Which he is, of course. He writes damn good music too.Still, if I was going to say it I would have just said "most" 2D adventures don't offer multiple resolutions and are locked into shamefully low ones like 800x600 (even lower at times)." The point, in general, is still true. Quote:
Last edited by Once A Villain; 09-19-2006 at 09:27 AM.. |
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