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El_español
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Hi there.

This is my first post on the forum, I'm also new with SEUK.
Well, here is my question:
To try to reach the most people possible.What do you think that is the best screen resolutions for a shmup? Vertical and horizontal.

Thank you very much.

Tall John
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Resolution

Hi El_español,

Welcome to the forums and thank you for the interesting question.

Steam collection information about its users PC specifications (if the user agrees to it) and publishes the information here:
http://store.steampowered.com/hwsurvey/

The most common resolution is 1920x1080 but you can see that they go as low as 1024x768. Some of the modern Netbook PCs are quite powerful (using Intel Atom processors) but have low resolutions (1366x768).

The Shoot 'Em Up Kit will scale your game so that it runs as consistently as possible across different resolutions. However, if you are using small sprites on high-resolution PC then they will blur as they are scaled up. If you are using large, detailed sprites on a low-resolution PC then the details will be lost; and there may be performance issues if the PC is also low-spec. So, it is a bit of a balancing issue but my recommendation would be to target somewhere close to the common 1280x1024 PC.

Thanks again,
John

El_español
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Perfect. Apart from my

Perfect.

Apart from my every-day monitor I have another two with that 1280x1024 resolution around here.

Thank you very much John!

El_español
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A last question, please. I

A last question, please.

I have not my windows computer this week, so I can't test on SEUK.

I'm working with something similar to pixel art, more or less.
What do you think about work with a 480x270 resolution for a perfect pixel match on a 1920x1080 screen?

1- Will SEUK scale up x4 that resolution without blur?
2- If I choose another bigger, but even low resolution, is it possible for the player choose for example, x2, x3 + fullscreen with black borders and without blur?

Thanks.

Tall John
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Resolution

Hi El_español,

I'm pleased to say that the next update is coming with a Retro shader which will do exactly what you need. It will scale up a low-resolution image with no blurring resulting in a pixel 'blocky' effect. We're also supporting colour range clipping so that you can limit to image to 16 colours, for example. You can still use lights and dynamic shadows but have the image maintain a retro pixelated feel.

We will add options for the user to control the scale (x2, x3, etc.) and, providing you have set the game to use the Retro shader, there will not be any blur. We can have the window grow in-size based on the user's options or, if they are in full-screen, use black borders. I'm also making a note to provide optional borders (e.g. your own artwork) and so we will include this in the future too.

Thanks,
John

El_español
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Amazing. I can not be more

Amazing. I can not be more pleased with this news.

You are working hard, eh?

Thanks a lot.