• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Lexadrik

Best image reduction method in Photoshop?

3 posts in this topic

So I must create art for a game in the form of isometric tiles. My aim here is some kind of Bastion-esque style of hand-paint. I know how hard that is, that is not the problem; i believe i have the tools to achieve this. The problem is that I'm not sure how I can pull this off.

 

 

singleterrain2.png

 

The tile here is taken from a spritesheet with 256x256 tiles in it, the isometry ratio is 2:1 so i end up with a 256x128px diagonals square.

Needless to say it doesn't look good (regardless of the fact that it lacks detail.)

What's the best approach to keep the quality? Bicubic Sharper doesn't seem to help so I believe i shouldnt be doing it at all. Should i begin with a big 2000x2000 version and then size down? should i try to get it right from the original size? i think it looks too pixelated. Or maybe Bastion uses a system in where tiles are actually bigger but are scaled down at running time?

 

I'm not good with that kinda stuff so I'd appreciate any help.

Thanks.

 

 

0

Share this post


Link to post
Share on other sites

I'm always out of the loop with indie games; now that you mention that Bastion... holy cr*p that game looks good.
 
[rollup='Bastion - Screenshots']i40291.jpg

 

2638n15.jpg[/rollup]
I don't think it's a good idea to test scaling methods on an unfinished tile... you already know it doesn't look good, so you already start biased.

What I would do: finish rendering that tile; painting light, volume, color and texture to it, and when it's production-ready I'd be able to properly tell if it looks good or not when up\down scaled.

 

EDIT: That is, if Bastion even uses tiles. Judging from those screens it seems they painted the whole map as one unit. Too much variation and detail for any tile methods to compensate. There must be some tile logic under the hood for collisions and pathing to work, but the graphics themselves I think are represented by a single element (or at least whole layers, for some overlay and depth ordering effects).

Edited by Kryzon
1

Share this post


Link to post
Share on other sites

That image looks fine to me. I'm not sure what the problem is - if you only have 256x128 pixels to play with then obviously you're going to see some pixels here and there. If you do need to downscale then it's best to go with a bigger image on a purely mathematical level but if you work at too high a resolution then you're going to end up painting in detail that is only going to be lost.

1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0