[casual_games] Full Screen or Windowed Mode?
Ian Smith-Dahl
isd at strangetower.com
Mon Jan 14 09:59:58 EST 2008
I'm one of those graphic designers that works in the secondary market
for games, and I concur *completely*. Some games take me 2-3
hours to work up the collateral for, and some take me 2-3 days. And
most of the difference is whether there's some high resolution art to
work with, or whether all I have is in-game art work which I have to
go in and recreate pixel-by-pixel.
On Jan 14, 2008, at 9:55 AM, Andrew Payne wrote:
> I suggest generating art resources at even higher resolutions. That
> way if your game is a hit and you take it to retail the package
> designer will have something to work with. You can always scale
> down the rez on the files you actually put into the game, but by
> keeping a 300+ dpi version in reserve you'll save yourself soooo
> much trouble if you later need to do any printed promotional pieces.
>
> -andrew payne
> webmaster, graphic designer
> drup at brightermindsmedia.com
>
> Stressed out? Try your hand at some free games!
> Click on the "Games" tab on our new website:
> http://www.brightermindsmedia.com/
>
>
>
> On Jan 14, 2008, at 9:11 AM, Ricky Haggett wrote:
>
>> I'd suggest producing art resources at the highest resolution
>> you're ever
>> likely to need. For example, if it's at all possible you might
>> target xbla
>> at some point, you'd want to be able to display your game at a higher
>> resolution than 800x600 (or 1024x768).
>>
>> We have an in-house engine which currently handles everything at
>> 1280x960
>> internally, but allows switching between fullscreen and windowed, and
>> scaling the resolution all the way down to 640x480. On startup it
>> can choose
>> a suitable resolution for the machine its running on.
>>
>> We make all our artwork for a resolution of 1280x960 - if we hit a
>> memory/filesize limit before release we scale down the largest
>> images -
>> usually the background ones (scaling the images down by a fixed
>> amount is
>> trivial with a Photoshop action or similar; obviously the impact
>> on your
>> game code depends on how it's been written).
>>
>> Ricky
>>
>> -----Original Message-----
>> From: casual_games-bounces at igda.org [mailto:casual_games-
>> bounces at igda.org]
>> On Behalf Of James Terry
>> Sent: 14 January 2008 13:54
>> To: IGDA Casual Games SIG Mailing List
>> Subject: Re: [casual_games] Full Screen or Windowed Mode?
>>
>>> From what I have seen from the casual portals, games are required
>>> to run
>> at a minimum of 800x600 and start by default in full-screen mode.
>> There
>> are a good number that are 640x480, and that's the largest mode
>> they go
>> to, but rather than force the resolution in full screen, they will
>> stretch to the current resolution of the monitor.
>>
>> A lot of laptops run at 800x600, especially if you are hooking
>> them up
>> to a non-HD projector or S-Video cable, as higher than 800x600 will
>> require scrolling on a standard definition TV.
>>
>> When you start getting into the new monitors and such, like the 24
>> inch
>> widescreens that run a native resolution of 1920x1200, a 640x480
>> game is
>> very small, and for the multi-taskers, windowed mode is a priority.
>>
>>> From a filesize standpoint, it can be a good idea. If you take a
>> 1024x768 game and reduce the resolution to 800x600, you are
>> cutting out
>> more than half of the filesize. The drop from 800x600 to 640x480
>> is only
>> about a third of the filesize reduced.
>>
>> James R. Terry
>> Game Developer
>> Yatec Games
>> (225) 274-1550 Ext. 104
>> jterry at yatecgames.com
>> www.yatecgames.com
>>
>> -----Original Message-----
>> From: casual_games-bounces at igda.org
>> [mailto:casual_games-bounces at igda.org] On Behalf Of Andrew Lum
>> Sent: Friday, January 11, 2008 4:45 PM
>> To: IGDA Casual Games SIG Mailing List
>> Subject: Re: [casual_games] Full Screen or Windowed Mode?
>>
>> Hi Everyone,
>>
>> I think people are misunderstanding my question. I expect that 95% of
>> users are running at least in 1024x768.
>> However, 95% of casual games are developed in 800x600.
>>
>> The real question is how many casual gamers play in Full Screen
>> Mode. I
>> expect that most casual gamers won't be able to tell a huge
>> difference
>> between 640x480 and 800x600 while in Full Screen Mode. However, this
>> will very obvious in Windowed Mode especially if they are running at
>> resolutions higher than 1024x768.
>>
>> Additionally, I don't recommend any developer to developer their
>> game in
>>
>> higher than 800x600 resolution for filesize reasons and for the
>> lack of
>> windowed mode support on 1024x768 monitors.
>>
>> Andrew Lum
>>
>> Aaron Murray wrote:
>>> Andrew - hopefully someone will chime in with a link to support
>>> their
>>> statements, but we just went through this decision and I was quite
>>> suprised by the results...something like 95% of users run 800x600 or
>>> higher, and 60%+ run 1024x768 or higher/wider.
>>>
>>> In addition, if someone is still running 640x480, what are the
>>> chances
>>> that they are:
>>> A. using a PC with enough ram/disk to play your game
>>> B. going to purchase it
>>>
>>> Just my 2 cents. Like I said, hopefully someone can provide a
>>> link to
>>> some recent portal stats.
>>>
>>> -Aaron
>>> Tandem Games
>>>
>>> On Jan 11, 2008 4:26 PM, Andrew Lum <andrew at fugazo.com> wrote:
>>>
>>>> Hi Everyone,
>>>>
>>>> Fugazo is working on a new game and we are considering making the
>> entire
>>>> game in 640x480 resolution to save on space. We've decided that the
>> art
>>>> style looks fine in Full Screen 640x480 but we're not sure how many
>>>> users play casual games in Window Mode. At 1024x768 a 640x480
>> windowed
>>>> game isn't too bad but we're concerned about users who have a
>> 1280x800,
>>>> or 1280x1024, or higher.
>>>>
>>>> Does anyone have any sort of data on what percentage of casual
>>>> gamers
>>>> play games in Windowed Mode? Additionally, does anyone have any
>>>> data
>> on
>>>> what percentage of customers have monitors set to higher than
>> 1024x768?
>>>>
>>>> Thanks!
>>>>
>>>> Andrew Lum
>>>>
>>>> --
>>>> ____________
>>>> Andrew Lum
>>>> andrew at fugazo.com
>>>> 206-349-7805
>>>> CEO, President
>>>> Fugazo, Inc.
>>>>
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>>
>> --
>> ____________
>> Andrew Lum
>> andrew at fugazo.com
>> 206-349-7805
>> CEO, President
>> Fugazo, Inc.
>>
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