12-06-2014, 08:14 PM
Just a little small update and info for you guys before finals week.
So, just like the other projects we're doing, Elludian Prophecy will sport a resolution switch option for the graphics in the options menu, that can be switched between at any time. It will ask you for your preference when you initially start the game, naturally. Hi-Res sprites are double the size of Lo-Res sprites, and will sport double the frames of Lo-Res sprites (for sprites that have more than a single frame) for smoother animation. Rather than just adding tweening frames, the additional frames will also be physics based, to show the motions more fluidly. For example, the cursor is done below, with Lo-Res on the left and Hi-Res on the right.
As stated above, you'll be able to play with your preference, and can switch between them anytime. The graphics will also be external like the music, so the game will just load in the appropriate files upon switching. Hi-Res sprites will follow the same color limitations of 4 colors per 8x8 tile (with one transparent if necessary). Hold on! I said per 8x8 tile, didn't I? Shouldn't it be 16x16, since Hi-Res is doubled in dimension? No! That's exactly the point. This could potentially allow the use of more colors on some sprites in certain areas. Just imagine if there existed a Gameboy Color HD. What'd happen is, all the regular GBC and GB sprites would just scale their graphics up x2 to fit the doubled graphics space. This is exactly what happens with Lo-Res sprites in this engine. Now, the GBCHD would also continue to store the graphics in 8x8 minitiles, while still having the same color limit of 4 colors per 8x8 minitile. And that's where Hi-Res comes in with this engine.
Well, that's enough exposition for today, until next time~
So, just like the other projects we're doing, Elludian Prophecy will sport a resolution switch option for the graphics in the options menu, that can be switched between at any time. It will ask you for your preference when you initially start the game, naturally. Hi-Res sprites are double the size of Lo-Res sprites, and will sport double the frames of Lo-Res sprites (for sprites that have more than a single frame) for smoother animation. Rather than just adding tweening frames, the additional frames will also be physics based, to show the motions more fluidly. For example, the cursor is done below, with Lo-Res on the left and Hi-Res on the right.
As stated above, you'll be able to play with your preference, and can switch between them anytime. The graphics will also be external like the music, so the game will just load in the appropriate files upon switching. Hi-Res sprites will follow the same color limitations of 4 colors per 8x8 tile (with one transparent if necessary). Hold on! I said per 8x8 tile, didn't I? Shouldn't it be 16x16, since Hi-Res is doubled in dimension? No! That's exactly the point. This could potentially allow the use of more colors on some sprites in certain areas. Just imagine if there existed a Gameboy Color HD. What'd happen is, all the regular GBC and GB sprites would just scale their graphics up x2 to fit the doubled graphics space. This is exactly what happens with Lo-Res sprites in this engine. Now, the GBCHD would also continue to store the graphics in 8x8 minitiles, while still having the same color limit of 4 colors per 8x8 minitile. And that's where Hi-Res comes in with this engine.
Well, that's enough exposition for today, until next time~