New iPhone 5 and resolution

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spacefractal

Pixelart work in x10 resolution does take much more time to paint. Jungool is a great example which have a lots of pixel artwork, iPad retina wont been happens. Clay artwork in retina did not took much more time. It's all depend how to deal with them and artwork used.

Same issue exist on android as well.

Also some artist perfer to work in double resoulation than final target.
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Ian Price

QuoteIt actually is: If you can see the pixels, more work required.
You're telling me that doing 320x240 pixel art takes longer and more effort than 1024x768? Sorry, but I don't see it. It might be less work with digital imagery (eg paintshop/photoshop etc.) but not hand-drawn proper pixel art (and not scanned imagery either).

Still, time will tell. If in two years the price of the average iOS game hasn't increased (by at least double) and the number of games being released hasn't declined I'll happily say I was wrong.
I came. I saw. I played.

erico

#32
If you are doing pure pixel art only, then high resolution means more space to cover, therefore more work.

Higher resolution permits you do work with scanned/photos/render and many more styles/sources.
If your final output is 320x240, or even 1024x768, on at least a half a4 size, you will have to retouch those files on a pixel level.
Anything pixel level is time consuming and can´t be automatized.

You can´t quite squash a 3d rendered sprite into that resolution without coming with a mess of pictures, or at best case, it is going to look like those cheap protography style games on the gameboy advance.

Most of the gfx on Hit The Deck was a pain to fit in 1024x768 and caused more work then it took to actually build the gfx on a 4kx4k resolution.
The players part on the board was hand drawn and scanned, but at 1024x768, it looks poorly done and I had to redraw it with vectors and pretty much recreate it.
If the final output was to be ipad3 res, I could have used the original hand draw and spared 3 days of extra work. Should there be a 320x240 resolution, the game would fail as the design would hardly incorporate that res for the amount of info needed on screen. It would still be possible to do, but making everything 320x240 and looking good would require a complete redraw.

Another point, is that assets on a 320x240 level won´t scale ok, it will be good on 640x480 but it will be destroyed on a 400x300 resolution, thus requiring a full redraw.
Assets on 3kx3k should you rezise to 2.5k x 2.5k won´t suffer visual loss. It is the same for transformations, rotation, morphs etc.

edit: I see the reasons behind the idea that more resolution means more work, I had that opinion too, but work dosen´t permit me to think that way anymore. The main reason are the tools, that today, are waay focused on processing bunch of pixels and doing a lot automatic, making high res dwelling easy. Pixel art tools never really evolved much over what a dpaint could already offer.

edit2: on your last paragraph, I do believe the price of app will rise and the flood will get lower, but that won´t have much to do with the price of art.

johnparker29

Also there should been letterboxed if operating in old retina solutions, elsewise you could just add a awesome boundary art. So it's not really a big problem, its a little one now. You realized its was happens.