Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Haud
Dec 6, 2007

World's Worst Interview
Thanks for this thread and tutorials! I've finally gotten up the gall to make my own game (something I've always wanted to do and finally have the programming proficiency to make happen), and the big hurdle for me is going to be the art.

This may seem like a stupid, basic question, but what is a good resolution to use for this kind of thing? One video I watched had a guy develop a sprite at 512x512 and then scale it down to 32x32 when he was done, but the second link you posted said to go as small as possible. So let's say I am creating the hero, should he be 32x32?

Adbot
ADBOT LOVES YOU

Haud
Dec 6, 2007

World's Worst Interview

Internet Janitor posted:

Haud: Start by deciding a screen resolution and then sketch some concept screenshots to get an idea of how big things are in relation to each other. For RPG-like things I often go with something like 24x16 (taller than wide) sprites on a 320x240 display.

Sounds as good a place as any to start. Thanks!

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply