tile size and sprite style for old-school rpg
I'm working on an old-school western-style rpg in the vein of earlier Ultima games, and I'm looking for some opinions on my choice of tile size. I think 96x96 would be large enough to show the detail of my sprites, without being too large as to limit the viewing area. Is there some particular pitfall I'm not aware of when using a larger size like this, or some reason I shouldn't? Also, I'm not sure about what style of graphics the game should have. I've drawn some sprites in flash (from old-timey references), shrunk them down to 96x96, and thrown an apply canvas filter on them in Gimp. I'd appreciate everybody's honest opinions of them if you wouldn't mind taking a look: http://www.freewebs.com/lairofthehero/abigor.gif http://www.freewebs.com/lairofthehero/noble.gif Thanks for your help.
96x96 pixels? I was under the impression that the smaller the better, but i could be wrong. most old schools rpgs use 18x18 tiles and (i think) 24x18 charactors.
Just what i was aware of, probaly wrong.
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"A journey of a thousand miles starts with one step"
Just what i was aware of, probaly wrong.
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"A journey of a thousand miles starts with one step"
Well, the higher the resolution, the harder to see the sprites, unless you give them thick outlines or colors that contrast with the backround. You should consider actually drawing them in their final size (but then difficulty of drawing a 96 X 96 sprite compared to a smaller sprite becomes an issue)
The bigger the sprite, the harder it is to draw correctly. Unless you absolutely love to draw things from 16 different angles (I'm infering a little here, sorry), then I would definetly reccomend a smaller size.
It also depends on what resolution you plan to use (for a base res of 1024 X 1024, then a 96 X 96 character will be a little large, I would say).
I think I've been a bit redundant, but good luck with teh awrs0me p1xel art
-Mark the Artist
Digital Art and Technical Design
Developer Journal
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