[gameprogrammer] Re: Interface art resolution
- From: "Charlie Lobo" <charlie.lobo@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Sun, 29 Apr 2007 15:49:55 -0500
What about using vectors? I mean interfaces are supposed to be simple and
slick, at least nowadays, that's what they do with font eitherway. And if
you want simple textures, such as marble, wood, or I don't know you could
make it a pattern (that repeats itself) or make it on the run with some
algorithm. If you are more limited, consider that shrinking sometimes makes
details dissapear, the most efficient method is to make some "ranges" with a
resolution image on the middle, if you have say one for 800-1200 and another
for 1200-1600, you'd need to images for those ranges, now if you are
supposed to grab the middle resolution, or the lower or the higher one and
scale as needed, I wouldn't know, it'd depend on your ranges and what you
want to do with your artwork. Uh, experiment away?
On 4/29/07, Scott Harper <lareon@xxxxxxxxxxx> wrote:
What if you have a couple different images for use at a couple of
median ranges? For instance, you have an image for 768 height, which
is readable, and that gets scaled up until about 1280 or there abouts
where you have another one which covers the realm up to 1600?
I suppose the more important question is how does it look if you
cater to one extreme or the other? The most important thing for UI,
I think, is readability/visibility. Images need to be large enough
that you can see/read them comfortably at ridiculously high
resolutions, and also not too large for the smaller resolutions. I
think my tendency would be toward larger UI, and then to scale it
down at smaller resolutions, so you lose some detail, but if it's
still readable and looks nice, that's what's important.
I would also tend to stay away from scaling UI textures UP, now that
I think of it. It's usually pretty easy to tell if something's been
scaled UP, and I feel that it looks bad on a UI.
Hope I said something useful in all that. ^_^
-- Scott
On Apr 29, 2007, at 3:54 AM, Kuon - Nicolas Goy - 時期精霊
(Goyman.com SA) - 675 wrote:
> Greetings.
>
> Firstly, I want to say hello, as I am new on this mailing list. So,
> here I am:)
>
> My question is quite simple. I was wondering at what resolution the
> interface arts (buttons, slider, textfield...) should be rendered.
>
> I support resolution from 768 to 1600 in height (arbitrary width,
> as it does not change art size, you only have a bigger space in the
> middle of the screen).
>
> So, let's take a button, I am going to render a texture for it. But
> at what size?
>
> I can render it at 768px, which means people running in 1024x768
> for example, will have the button unscaled, then every higher
> resolution will have button scaled up.
>
> I can render at the other side, at 1600x, which means people
> running in 2056x1600 (anybody around with that res?) will get
> button unscaled, every lower resolution will have button scaled
> down. (of course users can also scale the UI, but that's an other
> story)
>
> Or in the middle.
>
> I already have quite my opinion on the question, but I want to hear
> from others. Maybe there are some argument or something I forgot.
>
> Best regards
>
> --
> Kuon
>
> "Your computer requests another OS, deny or allow?"
> "You should stop playing with that, or it will eventually works."
>
> Company website:
> http://www.goyman.com/
>
> Personal blog:
> http://arkhi.goyman.com/blojsom/blog/default/
>
>
>
>
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>
>
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- References:
- [gameprogrammer] Interface art resolution
- From: Kuon - Nicolas Goy - 時期精霊 (Goyman.com SA) - 675
- [gameprogrammer] Re: Interface art resolution
- From: Scott Harper
Other related posts:
- » [gameprogrammer] Interface art resolution
- » [gameprogrammer] Re: Interface art resolution
- » [gameprogrammer] Re: Interface art resolution
What if you have a couple different images for use at a couple of median ranges? For instance, you have an image for 768 height, which is readable, and that gets scaled up until about 1280 or there abouts where you have another one which covers the realm up to 1600? I suppose the more important question is how does it look if you cater to one extreme or the other? The most important thing for UI, I think, is readability/visibility. Images need to be large enough that you can see/read them comfortably at ridiculously high resolutions, and also not too large for the smaller resolutions. I think my tendency would be toward larger UI, and then to scale it down at smaller resolutions, so you lose some detail, but if it's still readable and looks nice, that's what's important. I would also tend to stay away from scaling UI textures UP, now that I think of it. It's usually pretty easy to tell if something's been scaled UP, and I feel that it looks bad on a UI. Hope I said something useful in all that. ^_^ -- Scott On Apr 29, 2007, at 3:54 AM, Kuon - Nicolas Goy - 時期精霊 (Goyman.com SA) - 675 wrote: > Greetings. > > Firstly, I want to say hello, as I am new on this mailing list. So, > here I am:) > > My question is quite simple. I was wondering at what resolution the > interface arts (buttons, slider, textfield...) should be rendered. > > I support resolution from 768 to 1600 in height (arbitrary width, > as it does not change art size, you only have a bigger space in the > middle of the screen). > > So, let's take a button, I am going to render a texture for it. But > at what size? > > I can render it at 768px, which means people running in 1024x768 > for example, will have the button unscaled, then every higher > resolution will have button scaled up. > > I can render at the other side, at 1600x, which means people > running in 2056x1600 (anybody around with that res?) will get > button unscaled, every lower resolution will have button scaled > down. (of course users can also scale the UI, but that's an other > story) > > Or in the middle. > > I already have quite my opinion on the question, but I want to hear > from others. Maybe there are some argument or something I forgot. > > Best regards > > -- > Kuon > > "Your computer requests another OS, deny or allow?" > "You should stop playing with that, or it will eventually works." > > Company website: > http://www.goyman.com/ > > Personal blog: > http://arkhi.goyman.com/blojsom/blog/default/ > > > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html
- [gameprogrammer] Interface art resolution
- From: Kuon - Nicolas Goy - 時期精霊 (Goyman.com SA) - 675
- [gameprogrammer] Re: Interface art resolution
- From: Scott Harper