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Re: [Adonthell-artwork] map gfx design
From: |
Alexandre Courbot |
Subject: |
Re: [Adonthell-artwork] map gfx design |
Date: |
12 Mar 2002 14:06:20 +0100 |
> > Can't say anything but excellent! This one will be a big one, though
> > ;) I fear we'll finish with nearly 1Mb map objects. But provided the
> > different elements are well separated (the animated stuff should be
> > mapobjects as small as possible), it should remain ok.
>
> Seeing how this, and possibly other gfx as well, are symmetrical, we
> could save some space by flipping them at run- or load time. That would
> be an additional option in the mapeditor, where you place a mapobject
> and then have the chance to mirror it horizontally and/or vertically.
> (Latter would make sense for floor tiles, for example).
Well, no worries about this for now - my remark was quite dumb,
actually. Size shouldn't be a thing we should worry about, and anyway as
Kai said by switching to Ogg Vorbis our games will obviously be several
megas-sized (although Ogg files for Waste's Edge turned out to be very
small). So, forget what I said for now.
There is certainly still room for improvments by having a smarter
organization of our image data, so the gzip compression reaches good
rates. Anyway, size shouldn't be a concern at this stage of development.
And if we have a choice to make between choice and gfx luxury, I choose
without any hesitation luxury! ;) Such big and special objects will be
quite rare anyway. And if the game reaches the 100Mb, this would only be
the proof of it's commercial quality - and would be a good argument for
starting selling CDs ;)
Alex.
--
http://www.gnurou.org
RE: [Adonthell-artwork] map gfx design, walther-franks, 2002/03/12