[casual_games] Full Screen or Windowed Mode?

James Terry JTerry at yatecgames.com
Mon Jan 14 10:00:00 EST 2008


Things like backgrounds, characters, important art assets, you want to
make very big, as you'll need them for promotional pieces and it is nice
to have the larger versions in reserve. Things like buttons and tightly
fitting GUIs by their nature don't scale as well, just try setting up a
GUI in 1024x768 and then downscaling it to 800x600, those spaces between
elements shrink and you start losing important pixel information (and
any close lines/stripes you have on a high-res version will Moire if you
downscale)

But for the most part, layout your game based on the smallest resolution
you will support, create assets for the largest resolution your game
will support, and make any important, reusable assets very large so you
don't have to remake them.

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 Payne
Sent: Monday, January 14, 2008 8:56 AM
To: IGDA Casual Games SIG Mailing List
Subject: Re: [casual_games] Full Screen or Windowed Mode?

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

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