User Tag List

Results 1 to 8 of 8

Thread: Best Resolution

  1. #1
    No Products Registered

    Join Date
    Jul 2006
    Location
    Texas
    Posts
    1,225
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Best Resolution

    Hi, I'm making a Side-Scrolling Shooter with MMF2 and I was wondering what would be the best resolution for it (it's a commercial project by the way). I tried 1280x1024 and that is just too slow. I don't want it too small like 640x480, nowadays that isn't too common. I was thinking around 1024x768. How about that?

    If it helps, there will be ink effects in the game and lots of sprites coming and going, like explosions, shells bouncing around, grenades being flung around, etc.

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    UltimateWalrus's Avatar
    Join Date
    Jul 2006
    Posts
    824
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Best Resolution

    If I were you I'd stick with 640x480. I don't think it's that uncommon a resolution nowadays, and it's large enough for most games to be in. IMO, I think it's much more important that your game have a good framerate (e.g. 50 fps) rather than high resolution.

    That's what I would do anyway <img src="/center/images/graemlins/smile.gif" alt="" />

  3. #3
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
    Paul_Boland's Avatar
    Join Date
    Jun 2006
    Location
    Waterford, Ireland.
    Posts
    2,739
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Best Resolution

    If you create your game at 640 x 480, you can set the games properties to fit the screen while running. While this will lowered the sharpness of the graphics slightly (with them being stretched to fit the screen size), it will give you full screen at a good frame rate.
    KnightTrek Productions
    http://www.knighttrek.com

  4. #4
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export ModulePatch Maker
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)
    Renatos's Avatar
    Join Date
    Jun 2006
    Location
    São Paulo, SP - Brasil
    Posts
    593
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Best Resolution

    Paul is right, that's what I am doing with my side scroller. I just didn't want my game to have 320x240, so I went with 640x480 and it works great.

  5. #5
    No Products Registered

    Join Date
    Jul 2006
    Location
    Texas
    Posts
    1,225
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Best Resolution

    Hmm, well the only problem I have with that is that I don't want the characters to be too big on the screen but I don't want them to be too blurry. I think I might try out the resolution that is one step above 640x480 (I think it's 1024x768) and if it is still too slow, I'll go with 640x480.

  6. #6
    No Products Registered

    Join Date
    Jul 2006
    Posts
    14
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Best Resolution

    The next step above 640x480 would be 800x600. I find that 800x600 works the best for me, especially since it's the middle ground between 640x480 and 1024x768. Correct me if I'm wrong, but your game doesn't have to fit the classic 4:3 ratio. You could use a custom resolution, such as 700x500. It's always a thought.

  7. #7
    No Products Registered

    Join Date
    Jul 2006
    Posts
    111
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Best Resolution

    Two other big factors are your bit depth and your video mode. Scrolling games benefit substantially from using DirectX or DirectX + VRam; whether the benefit will be worth the hit you take from using ink effects depends on your game.

    You can also make a game faster by lowering the bit depth from 16 million colors to 32,000, though again, your mileage on this will vary. (I haven't used MMF2 enough to know how big of a difference it makes now, but in MMF1.5 it made a big difference in some projects and a minor difference in others. I also don't know how it interacts with the new ink effects; it may actually slow them down, depending on how the calculations are done.)

    My personal choice of resolution is usually 800x600. If you're using a lot of sprites, I'd think a lower bit depth (32-64k colors) would help a lot, and in my experience it doesn't have a significant impact on the game's look. (Your bit depth determines how much work is necessary to draw a sprite and can actually make a bigger difference than resolution, depending on the graphics engine)

  8. #8
    No Products Registered

    Join Date
    Jul 2006
    Location
    Texas
    Posts
    1,225
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Best Resolution

    As soon as I had turned off the computer, I realized 'It's 800x600 not 1024x768) Darn!

    It seems to be running really smoothly on 800x600 without DirectX+VRAM. I'll probably have alot of ink effects in my game, mostly explosions with the 'add' effect.

Similar Threads

  1. What Resolution to Use?
    By Eliyahu in forum iOS Export Module Version 2.0
    Replies: 11
    Last Post: 13th November 2012, 07:39 PM
  2. iOS Resolution
    By TJ in forum iOS Export Module Version 2.0
    Replies: 5
    Last Post: 15th July 2012, 09:15 AM
  3. know the resolution
    By Om1nO in forum SWF/Flash Export Module Version 2.0
    Replies: 1
    Last Post: 2nd May 2011, 09:35 AM
  4. Resolution Help
    By Iharmi in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 18th September 2008, 08:57 AM
  5. Alt Tab and Resolution
    By Bruto in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 9th May 2008, 01:26 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •