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Re: [Adonthell-artwork] map gfx design


From: cirrus
Subject: Re: [Adonthell-artwork] map gfx design
Date: Tue, 12 Mar 2002 20:59:29 +0000

Alexandre Courbot wrote:
> 
> > > 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 ;)

at least it would be 100MB of quality material - not bloated rubbish
made by lazy programmers / artists like so many games today!

        -James
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