Newbie Graphics Questions
grimtooth
Member Posts: 69
As promised, the first of many batches of questions from a GS Newbie...
1. I spent last night learning the finer points of Inkscape and making a skeleton, and while it looks (IMHO) Fabulous on the page in Inkscape, it seems to not look nearly as good in Gamesalad. I found that it was easier for me to size up all the parts (arms legs ribs etc) as i built them, and then shrink them when done. I was wondering if this was one of the reasons for bad transition? Should I be working in the sprites "native resolution" and zooming in instead of scaling objects?
2. Sprites "Native Resolution"... I thought i read somewhere that not only do retina displays require quadruple pixel count for images (256x256 to correctly display @ 128x128) but that they will scale sprites to preset sizes (32x32, 64x64 etc.) if they are odd sizes? in which case it would appear to always be in my best interest to work with canvases of nice even 2^x denominations?
3. PNG: I also read somewhere here (I think) that PNG was the preferred graphic file-type, but Inkscape seems to hate PNGs. Texture Filters do not export correctly, Alpha channel is not included or incorrect. Only way to get workable PNGs that I have found so far is to export a BMP or similar from Inkscape and then use GiMP to fix the alpha, but that also leaves alot of unclean edges that can appear as white lines etc.
Thank You!!
Grim
1. I spent last night learning the finer points of Inkscape and making a skeleton, and while it looks (IMHO) Fabulous on the page in Inkscape, it seems to not look nearly as good in Gamesalad. I found that it was easier for me to size up all the parts (arms legs ribs etc) as i built them, and then shrink them when done. I was wondering if this was one of the reasons for bad transition? Should I be working in the sprites "native resolution" and zooming in instead of scaling objects?
2. Sprites "Native Resolution"... I thought i read somewhere that not only do retina displays require quadruple pixel count for images (256x256 to correctly display @ 128x128) but that they will scale sprites to preset sizes (32x32, 64x64 etc.) if they are odd sizes? in which case it would appear to always be in my best interest to work with canvases of nice even 2^x denominations?
3. PNG: I also read somewhere here (I think) that PNG was the preferred graphic file-type, but Inkscape seems to hate PNGs. Texture Filters do not export correctly, Alpha channel is not included or incorrect. Only way to get workable PNGs that I have found so far is to export a BMP or similar from Inkscape and then use GiMP to fix the alpha, but that also leaves alot of unclean edges that can appear as white lines etc.
Thank You!!
Grim
Comments
Also when using Resolution Independence you should always make sure your graphics pixel dimensions are divisible by 4. Keeping your images evenly divisible like that will let them always display the best they can on screen and it's helps the engine run smoother if you have a lot of images in use.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
If you have odd line widths though that may affect the perceived quality. Say perhaps you draw a part with a line width of 1 pixel, then scale the part a few times up and down, and when you're finally happy with the part's size it may have an odd line width (0.67px, 2.32px etc) if the line width has also been scaled. This may look odd on a output png because it will create blurred edges, because the decimal numbered line width won't fit nicely in to an integer number of pixels.
This is all based on things I've learned from illustrator but the theory should be the same.
Yep, 8, 16, 32, 64, 128 . . . . etc etc
@BoomshackBarry I think you hit the nail on the head... I'll try to zoom in for finer work rather than work with large objects and scale down at the end.
This might sound like an ugly process, but its "free"
To work around Inkscapes seeming inability to export PNG with alpha.
1. draw in inkscape
2. File > Export Bitmap
3. Open BMP in GiMP
4. Export to PNG (uncheck preserve transparent pixel color info)
(5.) Drop PNG into TinyPNG.org
Yay, my (10kb!) skeleton is ready to import into Gamesalad
Uploaded with ImageShack.us
http://img855.imageshack.us/img855/9328/s256.png
http://2dgameartforprogrammers.blogspot.com/2012/02/working-with-bitmap-output-in-mind.html
As for you skeleton - my advice would be to cut down on the gradients to get cleaner ingame art. The gradient loses the crispness you can achieve in vectors and the shapes tend to lose their shapes - eg. your joints look like balls and are disconnected from the bones or the hips look like bumps when they really should be behind the spine and the leg joints.
This is a quick mock with outlines and a 2 colour shading using copies of the vector shape and the 'path/intersection' command and clips 'object/clip/set':
There is also a problem when scaling down to the small size e.g. 64x64. The gradient gets lost on small objects and you end up with an undefined mess that lacks contrast.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
My analytical brain gets in its own way quite often... I was trying to make a quick and dirty 128x256 skelly (and it probably took me longer to make mine than you yours hehe), but I forgot that that is only the pixel information and that my actual target display size would be 64x128.
So far I am truly impressed with the helpfulness of this community
Grim