ID:151369
 
Well, to cut to the chase I am wondering whether or not people prefer a larger view or don't mind having a smaller view. The reason I ask is because my game currently uses 16x16 tiles and that means that if I'm wanting hide a huge amount of the map on the players screen (which is how I envisioned the game) it ends up being at a cost of having a very small screen.

These screenshots will get my point across better:

This


Or this
I think you should hide the rest of the tiles & allow people optionally to stretch the map to fit the space, as with most small icon games, even at 32*32 on mid-range pc's it becomes too small to see, you could change resolution but why do so only for a BYOND game...?

I think a bigger view is better than nothing if you hate stretch but depending on how far the map follows you & everything or just how big the map is, it can be overwhelmingly large without really needing or wanting to see so much, smaller sizes also seems to fit better with mazes, etc...
I personally like the big screen but either could work. if you do go with a big screen though, I would have it not center on the character and instead shift the screen when the character hits the edge.

I wonder, are there any demos of various client-eye options?
Go with a view size of "20x15" a map size of 640x480 and a client.pixel_x of 16.

Having a huge screen like in your second screenshot makes the world seem smaller. Since you can clearly see the path along the beach there's little sense of adventure because you can already see all the secret areas, there's no anticipating what lies beyond that cuttable bush. It will most likely lead to having huge maps with lots of empty padding.
In response to Superbike32
The Small screen gives a retro feel..
A Gameboy interface would be interesting!!
Make a pixel of a gameboy in the area that is black?
Just an idea :)
Haha but the big one is great too..
Do what you please.. I'm sure it will come out good.