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
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!
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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.
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.
2048x2048 is supported as well.
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.