![]() Mario Maker levels: 12 screens long by 2 screens tall, the longest Knowing what others have-in my humble opinion successfully-chosen gives a nice starting point a priori for projects with similar scope. I find choosing an aesthetically pleasing aspect ratio to be a crucial design decision one that I often approach on a trial and error basis. So the Shovel Knight screen is 25 x 15 tiles. SOTN: 356 pixels wide, tiling pattern consists of 16x16 blocks tiling with 16 colors each. More modern resolutions considered: –gamedev-14723 For reference, Link’s sprite in Legend of Zelda, an NES game, is 16 x 16, Link’s sprite in Link’s Awakening, a gameboy game, is 16 x 16, and Link’s sprite in A Link to the Past, an SNES game, is 32 x 32.ĭisplay resolution: 320×224 (many games only used the centermost 304 pixels)Ĭolor palette: 65,536 (16-bit) (Not RGB565, but RGB666, where the lowest bit of each channel is shared with one bit) Typical NES background tiles are 16 x 16 pixels, foreground sprites are either 8 x 8 or 8 x 16 (Sources: ). The Gameboy is 160 x 144 according to #gbajam. They shoot for is 400 x 240, resulting in an aspect ratio of 5:3.Īccording to the fine article and wikipedia, that’s pretty close to a stretched out version of the original NES resolution.įor no other purpose than my own reference here, the DS’ resolution is 256 x 192, according to this article. It also mentions that the effective resolution The fine article mentions that scaling Shovel Knight’s NES-style graphics up to 1080p results in virtual pixels of about 4.5 x 4.5 1080p pixels. Shovel Knight runs on displays meant to run 1080p down to pocket-sized 3DS screens. The interview starts about 28 minutes into the podcast. ![]() Interview with the Shovel Knight creators Yacht Club Games. Great article about parallax scrolling and plenty of other stuff from Shovel Knight: Įven some indies are getting into the spirit: Here’s a collection of relatively disorganized notes looking at Shovel Knight’s design.
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