![]() ![]() Mario Maker levels: 12 screens long by 2 screens tall, the longest Knowing what others have-in my humble opinion successfully-chosen gives a nice starting point a priori for projects with similar scope. I find choosing an aesthetically pleasing aspect ratio to be a crucial design decision one that I often approach on a trial and error basis. So the Shovel Knight screen is 25 x 15 tiles. SOTN: 356 pixels wide, tiling pattern consists of 16x16 blocks tiling with 16 colors each. More modern resolutions considered: –gamedev-14723 For reference, Link’s sprite in Legend of Zelda, an NES game, is 16 x 16, Link’s sprite in Link’s Awakening, a gameboy game, is 16 x 16, and Link’s sprite in A Link to the Past, an SNES game, is 32 x 32.ĭisplay resolution: 320×224 (many games only used the centermost 304 pixels)Ĭolor palette: 65,536 (16-bit) (Not RGB565, but RGB666, where the lowest bit of each channel is shared with one bit) Typical NES background tiles are 16 x 16 pixels, foreground sprites are either 8 x 8 or 8 x 16 (Sources: ). The Gameboy is 160 x 144 according to #gbajam. They shoot for is 400 x 240, resulting in an aspect ratio of 5:3.Īccording to the fine article and wikipedia, that’s pretty close to a stretched out version of the original NES resolution.įor no other purpose than my own reference here, the DS’ resolution is 256 x 192, according to this article. It also mentions that the effective resolution The fine article mentions that scaling Shovel Knight’s NES-style graphics up to 1080p results in virtual pixels of about 4.5 x 4.5 1080p pixels. Shovel Knight runs on displays meant to run 1080p down to pocket-sized 3DS screens. The interview starts about 28 minutes into the podcast. Interview with the Shovel Knight creators Yacht Club Games. Great article about parallax scrolling and plenty of other stuff from Shovel Knight: Įven some indies are getting into the spirit: Here’s a collection of relatively disorganized notes looking at Shovel Knight’s design. ![]()
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