2D Screen and Object Resolutions

Hello,

Just curious what other developers are using for their 2D screen resolutions. I see that the OUYA can run 1280x720 or lower. What sizes are you going with?
If running a 2D character sprite, what pixel resolution are you using? Or what can OUYA handle at maximum?

Could I run 72 Pixels Per Inch? 100? 200? 300?
I dont know what the limit is for image resolution. Any help or input would be greatly appreciated!

Thanks!

Comments

  • PuzzlPuzzl Posts: 98Member
    Hello MadMax83, using PPI would be irrelevant - as we don't know the TV screen specs the OUYA user will use.
    As the OUYA can output up to 1920*1080, you should take advantage of that.
    If you go the 2D way with sprites, any size (dimensions in pixels) of sprites will be good.
    If you want to leverage more display power using spritesheets, the basic guidelines we have here are: squared sprite sheets; 512*512px resolution to be safe - 1024*1024 will be fine on OUYA's hardware. As for the sprites themselves, any square size with a power of 8 is good, although you really can work with, as said before, rectangle sprite sheets and funky sprite resolutions. Up to you!
  • BalbiBalbi Posts: 198Member
    The OUYA can run 1920x1080 or 1280x720, and that's probably it. As for pixel resolution, your only limit is memory and draw calls. At this point it's kind of trial and error.

    Are you writing your own 2D engine? If not, what package are you using? Perhaps someone can give you some pointers about the OUYA's capabilities.
    Lead Developer of Leroux
  • Game_RadiatorGame_Radiator Posts: 7Member
    Pixels per inch doesn't have a lot meaning when it comes to TV Displays. The OUYA supports 720p and 1080p. A 720p TV has a resolution of 1280x720 pixels, 1080p is 1920x1080 pixels. If the TV is 24" or 72" the pixel resolution remains 1920x1080(or 1280x720).

    You really want to think of the resolution of your sprites in these terms of pixel width and pixel height rather than inches width and inches height at x amount of pixels per inch. Decide how big you want sprites to be able to display on screen and create them that size. For example If a sprite will be 25% the height of the screen it should be about 270 pixels or a little more tall.

    You'll likely also want to use something like Texture Packer to place multiple sprite images into one larger texture file for better performance. I think that largest size image you can load on the Tegra3 is 2048x2048 pixels.

    Hope this helps.


  • MadMax83MadMax83 Posts: 13Member
    Thanks guys. just curious. You cleared up my question so far. We're using game maker from yoyo games. We have an old game we are porting from a retro system. The problem is that its running so terribly slow. Especially if we use any effects like smoke or surfaces. Its very low rez retro graphics with minimal animations. it runs on android perfectly though... we're at a loss. This game has Sega genesis graphics. We are abt to throw this ouya into oncoming traffic! Any ideas here?
  • BalbiBalbi Posts: 198Member
    Are you able to get the controller working properly in GameMaker? I didn't think there was any source access available so you couldn't hook into the OUYA controls and would be stuck with the directional pad and the touch pad for inputs. 

    As for it running slow, not sure. Have you tried on another Tegra3 device like a Nexus7?
    Lead Developer of Leroux
  • Volcanic-PenguinVolcanic-Penguin Posts: 90Member
    edited January 2013
    Huh, Game Maker, I can't help much about the performance, but I'm wondering if you've been able to get the controller working? 

    EDIT: Oops Balbi got in ahead of me. X3 As for performance, I have a suspicion it might have to do with hardware acceleration. ;) 
    Post edited by Volcanic-Penguin on
  • noctnoct Posts: 122Member

    Puzzl said:
    512*512px resolution to be safe - 1024*1024 will be fine on OUYA's hardware.
    2048x2048 is supported as well.
  • jtn0514jtn0514 Loganville,DCPosts: 142Member
    edited January 2013
    Hey guys, ive been able to get the controller to work fine (most of it anyway)

    Seems the right thumbstick, a, o and left/right triggers dont work. all else does however... Its very similar to how the xbox360 controller mappings appear to gamemaker.
    Post edited by jtn0514 on

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