Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

zdlr

pixels per tile, tiles per screen?

This topic is 5890 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Ok, I''m recreating a platformer a la Megaman (I love that game). The original on the Nes uses around tiles of pixels 16x16 with 16x16 tiles per screen. I''m thinking of using tiles of pixels 64x64 and 15 across, 12 up. The pixel dimensions of the screen would then be: 960 wide 768 tall Meaning I could run the game at 1200x800 and leave a bit of space either null or for points / lives display, etc. Also there would be 15x12 tiles per screen: 192. Is this about right or shouldn''t I use 64x64 pixel tiles? Are am I being pedantic by worrying. The tiles would be 24 or 32 bit color. ZdlR

Share this post


Link to post
Share on other sites
Advertisement
quote:
Original post by zdlr
Meaning I could run the game at 1200x800


Thats not really a standard resolution (actually I''ve never seen it before). The closest standard resolutions to that are 1152x864 and 1280x1024, though I would suggest going at 1024x768 if you want most peoples monitors to have good refresh rates (A standard monitor is likely to drop to 60Hz in order to run those high resolutions, which is hard on the eyes. At 1024x768 it should do 85Hz).

Share this post


Link to post
Share on other sites
Good god, it is late. I meant 1024x768. That way I can have 12.5 (12) tiles up and 15 tiles across or something.

Share this post


Link to post
Share on other sites
Besides, you should use 32bit color instead of 24bit.
Because 32bit adressing is easier and faster.

Share this post


Link to post
Share on other sites
be warned, hi res means you need to be careful of bandwidth. thus using d3d or opengl will be highly beneficial. especially if you want any translucent effects.

there is no point to having null space on the screen. your tile should cover the entire screen, even if some are slightly off screen it should not be notciable since they should be pretty seemless.

Share this post


Link to post
Share on other sites
Yeah, I''m using OpenGL. I''ve got my tile-rendering algorithm down but I can''t seem to get textures to display. I don''t know what''s going on with it.

ZdlR

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!