I am trying really hard to keep my textures at 256x256. I am also shooting for 320x240 res which means one texture could have 256 tiles.
I have a sprite that is at most 25x38 pixels. There are about 50+ frames for the sprite...let's just call her...ah...Samus. ;-D
Anyway, 256 / 25 = 10 sprites
256 / 38 = 6 sprites which gives me 60.
But, how will such an odd size work out for so many video cards? I usually try to keep sprite frame sizes on multiples of 8 or 16 (or 32)??
I've seen where using an odd size causes the sprite to only partially render.
How safe will I be using a texture size of 512x512? Then, I could keep each frame maybe 32x64 so there is a multiple of 16? That would give me 128 sprites which would be more than enough.
Oh, I am definately trying to keep this cross platform. The idea of releasing Metroid Classic on the PC, Mac and Linux really excites me. :-)
I have a sprite that is at most 25x38 pixels. There are about 50+ frames for the sprite...let's just call her...ah...Samus. ;-D
Anyway, 256 / 25 = 10 sprites
256 / 38 = 6 sprites which gives me 60.
But, how will such an odd size work out for so many video cards? I usually try to keep sprite frame sizes on multiples of 8 or 16 (or 32)??
I've seen where using an odd size causes the sprite to only partially render.
How safe will I be using a texture size of 512x512? Then, I could keep each frame maybe 32x64 so there is a multiple of 16? That would give me 128 sprites which would be more than enough.
Oh, I am definately trying to keep this cross platform. The idea of releasing Metroid Classic on the PC, Mac and Linux really excites me. :-)