General Art For shit that doesn't deserve a thread
#61
Posted 29 January 2009 - 04:39 PM
#62
Posted 29 January 2009 - 04:57 PM
#63
Posted 29 January 2009 - 05:18 PM
Optimizations have to be done while being realistic, and I think that 8, or even 16 megabytes, can be useful, if not necessary, to produce a cool game. I'm starting to see computers with 8GB of RAM these days, I think 8MB don't hurt that much.
It's not important how much RAM you take per se, it's important how well you're using it. Say, let's not pull a Vista, and take 1GB of RAM when you're just being idle. Take the RAM that you need, only that, and use it up to the last bit without useless wastes.
#64
Posted 29 January 2009 - 06:53 PM
#65
Posted 30 January 2009 - 06:00 AM
#66
Posted 30 January 2009 - 02:38 PM
Tweaker, on Jan 29 2009, 08:06 PM, said:
Overlord, on Jan 29 2009, 02:02 PM, said:
Stealth, on Jan 29 2009, 02:04 AM, said:
There is a point where we realise that our PCs weren't made in 1996, Stealth. I see what you're getting at, and it's both admirable and I approve of it, but seriously? 32MB is like a tenth of what some modern games use, so I fail to see why even (picking a figure out of the air) 100MB of RAM usage for the final finished product would be the end of the world.
To be fair, I'd hardly consider 100MB appropriate RAM usage for a game whose precessors ran using... what, 16kb of work RAM? A 2D Sonic game—or any 2D platformer, for that matter—should not be taking such a ridiculous amount of RAM under any circumstances.
If the amount of RAM the game uses up is something we can control, then we should definitely try and do so. I'm all for fluidity in animation, but game performance is just as important.
Oh, I agree 100MB is overkill. My overly-exaggerated point was that you don't need to sacrifice the game quality to keep it down to a handful of MB. =P
#67
Posted 30 January 2009 - 06:16 PM
#68
Posted 01 February 2009 - 10:03 AM
Are we going to use Genesis-like colors (in the $X0X0X0 form where X is an even number), or any color from the 16777216 colorspace? I'd recommend the latter.
#69
Posted 01 February 2009 - 02:48 PM
nineko, on Feb 1 2009, 10:03 AM, said:
Are we going to use Genesis-like colors (in the $X0X0X0 form where X is an even number), or any color from the 16777216 colorspace? I'd recommend the latter.
I'm pretty sure E02 lets you use the entire colorspace when defining a palette. Not sure why it wouldn't.
#70
Posted 01 February 2009 - 03:13 PM
nineko, on Feb 1 2009, 03:03 PM, said:
Are we going to use Genesis-like colors (in the $X0X0X0 form where X is an even number), or any color from the 16777216 colorspace? I'd recommend the latter.
Uhm.... I'd guess the latter, seeing as we aren't limited in a colour selection by hardware. The palette does all the necessary limiting (though feel free to correct me if I'm wrong, engine writers...)
#71
Posted 01 February 2009 - 06:03 PM
jman2050, on Feb 1 2009, 08:48 PM, said:
I was asking about an arbitrary restricion, in case Chimpo wanted to preserve the retro feel even more. But as I said I hope that's not the case.
#72
Posted 01 February 2009 - 10:57 PM
nineko, on Feb 1 2009, 03:03 PM, said:
jman2050, on Feb 1 2009, 08:48 PM, said:
I was asking about an arbitrary restricion, in case Chimpo wanted to preserve the retro feel even more. But as I said I hope that's not the case.
There's retro, and then there's insanity.
I want a shade of white damn it, not some light grey!
#74
Posted 02 February 2009 - 06:21 PM
Actually quite handy- for example, maybe you need a bubble shield; the underwater area is too long and has too few bubbles. So, you do a puzzle, and a section of the ceiling with one of these descends. Or, maybe, it's an invincibility monitor to cross a bed of spikes.
Art-wise, it's just an edit of Cinossu's.
#75
Posted 04 February 2009 - 10:31 AM
Also, tossing in some ideas. First one slows you down, but it just looks awesome. Speedrunners are able to jump over them.
The second is based on later Sonic games. Why 3D Sonic games never used a magnetizing technique combined with idea 1 when passing a lamp-post, remains a mystery to me.

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