Issus Dec 5, 2012 @ 8:34am
Texture sizes
Hey folks,
I'm designing a game at the moment that's a top down action adventure game with a similar art style to the Binding of Isaac. The main character will be made from 10 or so objects (one as a base, then others to display eyes, mouth etc, all of which can change independently), each of which will have a different texture.

What kind of texture sizes would you recommend? I doubt I'll ever have enough on screen to really tax any but the oldest system, but I'd like to try and steer clear of performance issues if possible.

I've knocked up the following examples in PS. What size would you recommend one of these heads?
http://img.photobucket.com/albums/v696/wro00/RonaldBeforeampAfter.png
There are about 10 layers to each image, each layer will be a separate texture once I'm done.

Thanks for any help
Last edited by Issus; Dec 5, 2012 @ 8:34am
Showing 1-6 of 6 comments
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pxNeon Dec 5, 2012 @ 8:36am 
My game uses textures that are 64x64. If you notice any scaling issues, you could try 256x256, but 64x64 should be good if you keep the camera at a distance.
diegocrusius Dec 11, 2012 @ 5:53pm 
nice images Id like to see the game.

Since they are not greatly detailes I recommend starting with 64x64 just like Alain said.
Issus Dec 14, 2012 @ 2:45am 
Thanks :)

It's still in the very early stages of development. At the moment I'm just working on a few sprites so that I've got things to work with.
diegocrusius Dec 14, 2012 @ 4:19am 
if is there anything I can help with just let me know.
Vyvyn CruxButt Dec 18, 2012 @ 11:15am 
I'd say it depends as much on the size of the Graphics hardware/system you intend to run it on. I was working on a game with auto-bordering walls in a similar vein (Procedural overhead shooter) and found I only managed to get 4 wall/floor sets done at 64x64 size (That's about 47 tiles EACH) before GM started complaining about memory issues. (This was 8.1 though.. Not sure if Studio's more efficient at this!)

I'd say if you plan on having a LOT of content and tiles you might want to try 32x32. If you're going to reuse a lot of body parts on different characters as well as the main player, 64x64 might not be a problem. I heard there's calculators out there where you can enter the texture sizes and things and it will calculate the ram/cpu necessary but I couldn't find any of them.
Vyvyn CruxButt Dec 18, 2012 @ 11:19am 
Further note on the above example, But there's other tricks to keep your sizes (Memory-wise) down.. Like say you have a gray clay wall and you also want a gray brick clay wall. Make a 'transparent' brick texture (Maybe some black lines of the brickwork) and overlay that on your gray clay object.. Boom, Two textures for 1.25 the cost memory-wise. :P Likewise 'cracks' could be separate textures to give details to both those walls even, Making 4 textures from a couple details.

I'll dig up the threads on the yoyo forums if I can find them that talk about memory sizes. There's a lot of workarounds for memory vs size.
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Date Posted: Dec 5, 2012 @ 8:34am
Posts: 6