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votebalin2015-08-03 13:40:42
Game development
votebalin, 2015-08-03 13:40:42

How should graphics be organized in a retro pixel game?

Good day!
We are going to develop a pixel platformer in the spirit of NES\Sega\etc games. But we cannot agree on what size tiles and sprites should be in order to look good on modern devices (computers, tablets, maybe consoles).
And in general, what resolution of the game will be optimal? Or maybe tile graphics has lost its relevance?
Has anyone dealt with these issues?
Thanks for answers.

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3 answer(s)
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Daniil Basmanov, 2015-08-03
@BasmanovDaniil

Are you sure you need to mess around with pixel art? Check out this article here . On modern devices, pixel art looks bad, and you have to put in a lot of effort to get a sane picture.

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cyberpunk9999, 2015-08-03
@cyberpunk9999

Tile graphics have not lost their relevance.
By resolution, look like this - do as little as possible, but at the same time so that the artist can depict everything that the designer intended. We also initially wanted to make pixel art and it was essentially drawn like this, but we didn’t think about the dimensions of the camera at first and it turned out that pixel art sprites looked like normal ones, because our sprites occupied a small part of the screen. So first I advise the proportions and there it will already be determined with the resolution.

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Dmitry, 2015-08-13
@Dit81

It all depends on the screens of the devices for which you want to make games... Both the resolution and the size of levels and scenes... I make my first HTML5 games for a resolution of 800x600 px. For Android much more, average 1280x1024...

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