![]() Sep 29 2015, 6:38 pm
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32x32 is better... 64x64 sucks 32x32, 48x48 or nothing!
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I wouldn't say that it sucks, that is just your opinion (and a childish one at that).
32x32 does offer some advantages, like a larger area of view but it also is incredibly tiny. Now that I have a program that can instantly resize all of my icons, all of them are options so no need to rule any of them out! Kamu was explaining to me the various ways that I could implement the size options as choices/modes for the player to select. Probably out of my reach at this point in time. @post below -- Your pathetic post is best kept to yourself, like your childish behaviour. I don't need your trolling and your time is best spent elsewhere, kiddo. |
AERProductions wrote:
I wouldn't say that it sucks, that is just your opinion (and a childish one at that).Show me a byond project 64x64 I'll show u a failed project keep ur retarded insults to urself... Until there's a successful byond 64x64 game I will repeat these facts. 64x64 sucks. |
One major advantage behind 64x64 over 32x32 is you can stick in more details provided it still gives good quality once downscaled.
As a matter of fact, I'm working on experimenting with such a concept for my virtual machine that involves creating retro-themed games @ 1080p (1920x1080). Maximum color mode right now is 16 colors (though I might expand it to 32 or 64 to give a bit more range). One plan is you can specify the index with any color from the 24-bit RGB set. |